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CGF
2002
95views more  CGF 2002»
13 years 7 months ago
Intrinsic Parameterizations of Surface Meshes
Parameterization of discrete surfaces is a fundamental and widely-used operation in graphics, required, for instance, for texture mapping or remeshing. As 3D data becomes more and...
Mathieu Desbrun, Mark Meyer, Pierre Alliez
SI3D
2010
ACM
14 years 21 days ago
LEAN mapping
We introduce Linear Efficient Antialiased Normal (LEAN) Mapping, a method for real-time filtering of specular highlights in bump and normal maps. The method evaluates bumps as p...
Marc Olano, Dan Baker
TOG
2008
132views more  TOG 2008»
13 years 7 months ago
Unwrap mosaics: a new representation for video editing
We introduce a new representation for video which facilitates a number of common editing tasks. The representation has some of the power of a full reconstruction of 3D surface mod...
Alex Rav-Acha, Pushmeet Kohli, Carsten Rother, And...
CGF
2002
156views more  CGF 2002»
13 years 7 months ago
Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of co...
Liu Ren, Hanspeter Pfister, Matthias Zwicker
SI3D
2010
ACM
13 years 7 months ago
Efficient irradiance normal mapping
Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination all...
Ralf Habel, Michael Wimmer