The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...
We propose an algorithm that performs registration of large sets of unstructured point clouds of moving and deforming objects without computing correspondences. Given as input a s...
We present fast 3D surface registration methods for inhand modeling. This allows users to scan complete objects swiftly by simply turning them around in front of the scanner. The ...
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...
This paper describes a novel approach to automatically recover corresponding feature points and epipolar geometry over two wide baseline frames. Our contributions consist of sever...