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WSCG
2003
164views more  WSCG 2003»
13 years 9 months ago
Refinement and Hierarchical Coarsening Schemes for Triangulated Surfaces
We present a refinement and a coarsening (also simplification or decimation) algorithm for the adaptive representation of bivariate functions. The algorithms have proved to be eff...
José P. Suárez, Angel Plaza
ICIP
2010
IEEE
13 years 5 months ago
Blind invisible watermarking for 3D meshes with textures
We propose to embed watermarks by modifying the texture mapping information of 3D models rather than modifying the geometry information or texture image as existing works do. We p...
Yang Liu, Balakrishnan Prabhakaran, Xiaohu Guo
SIGGRAPH
2000
ACM
13 years 12 months ago
Lapped textures
We present a method for creating texture over an arbitrary surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D ex...
Emil Praun, Adam Finkelstein, Hugues Hoppe
SIGGRAPH
1998
ACM
13 years 12 months ago
Large Steps in Cloth Simulation
The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably ta...
David Baraff, Andrew P. Witkin
SGP
2007
13 years 10 months ago
Voronoi-based variational reconstruction of unoriented point sets
We introduce an algorithm for reconstructing watertight surfaces from unoriented point sets. Using the Voronoi diagram of the input point set, we deduce a tensor field whose princ...
Pierre Alliez, David Cohen-Steiner, Yiying Tong, M...