We propose a mesh segmentation algorithm via recursive bisection where at each step, a sub-mesh embedded in 3D is first spectrally projected into the plane and then a contour is ...
Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is ...
John P. Lewis, Jonathan Mooser, Zhigang Deng, Ulri...
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance...
The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g....
A new approach to computing a panoramic (360 degrees) depth map is presented in this paper. Our approach uses a large collection of images taken by a camera whose motion has been c...