This paper presents a robust and blind watermarking algorithm for threedimensional (3D) meshes. The watermarking primitive is an intrinsic 3D shape descriptor: the analytic and co...
We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical in...
Abstract. Estimation using homogeneous entities has to cope with obstacles such as singularities of covariance matrices and redundant parametrizations which do not allow an immedia...
In most previous NPR line rendering systems, geometric properties have been directly used to extract and stylize certain edges. However, this approach is bound to a tight stylizat...
We introduce a purely passive facial capture approach that uses only an array of video cameras, but requires no template facial geometry, no special makeup or markers, and no acti...
Derek Bradley, Wolfgang Heidrich, Tiberiu Popa, Al...