Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for ...
Edilson de Aguiar, Christian Theobalt, Sebastian T...
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
Abstract. In this paper, we address the problem of tracking the temporal evolution of arbitrary shapes observed in multi-camera setups. This is motivated by the ever growing number...
In this paper we address the problem of extracting geometric models from low contrast volumetric images, given a template or reference shape of that model. We proceed by deforming...
Recently, animations with deforming objects have been frequently used in various computer graphics applications. Metamorphosis (or morphing) of three-dimensional objects is one of...