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SI3D
2005
ACM
14 years 2 months ago
What you see is what you snap: snapping to geometry deformed on the GPU
We present a simple yet effective snapping technique for constraining the motion of the cursor of an input device to the surface of 3D models whose geometry is arbitrarily deforme...
Harlen Costa Batagelo, Shin-Ting Wu
CRV
2005
IEEE
166views Robotics» more  CRV 2005»
14 years 2 months ago
Face as Mouse Through Visual Face Tracking
This paper introduces a novel camera mouse driven by 3D model based visual face tracking. While camera becomes standard configuration for personal computer(PC) and computer speed...
Jilin Tu, Thomas S. Huang, Hai Tao
CIG
2006
IEEE
14 years 11 days ago
Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment
Abstract-- Beside their stunning graphics, modern entertainment systems feature ever-higher levels of immersive userinteraction. Today, this is mostly achieved by virtual (VR) and ...
Ernst A. Heinz, Kai S. Kunze, Matthias Gruber, Dav...
SI3D
2006
ACM
14 years 2 months ago
Normal mapping for precomputed radiance transfer
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
Peter-Pike J. Sloan
VLDB
2004
ACM
186views Database» more  VLDB 2004»
14 years 2 months ago
Indexing Large Human-Motion Databases
Data-driven animation has become the industry standard for computer games and many animated movies and special effects. In particular, motion capture data recorded from live actor...
Eamonn J. Keogh, Themis Palpanas, Victor B. Zordan...