Algorithms that detect silhouettes, creases, and other edge based features often perform per-edge and per-face mesh computations using global adjacency information. These are unsu...
Current practice in particle visualization renders particle position data directly onto the screen as points or glyphs. Using a camera placed at a fixed position, particle motions...
Recent progress in acquiring shape from range data permits the acquisition of seamless million-polygon meshes from physical models. In this paper, we present an algorithm and syst...
We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acqu...
Paul E. Debevec, Tim Hawkins, Chris Tchou, Haarm-P...
We have implemented a non-photorealistic rendering system which simulates the placement of paint/pencil/pastel strokes to produce representational artworks from digital images. Th...