We investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm an...
Javor Kalojanov, Markus Billeter, Philipp Slusalle...
We synthesize natural-looking locomotion, reaching and grasping for a virtual character in order to accomplish a wide range of movement and manipulation tasks in real time. Our vi...
We present a distributed clock synchronization algorithm that guarantees an exponentially improved bound of O(log D) on the clock skew between neighboring nodes in any graph G of ...
Christoph Lenzen, Thomas Locher, Roger Wattenhofer
We present a data-driven technique for generating the precomputed radiance transfer vectors of an animated character as a function of its joint angles. We learn a linear model for...
Derek Nowrouzezahrai, Patricio D. Simari, Evangelo...
Abstract. Virtual humans are employed in many interactive applications, including (serious) games. Their motion should be natural and allow interaction with its surroundings and ot...