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CGF
2006
130views more  CGF 2006»
13 years 10 months ago
Wrinkling Coarse Meshes on the GPU
The simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to gen...
Jörn Loviscach
CGF
2006
198views more  CGF 2006»
13 years 10 months ago
Real-Time Weighted Pose-Space Deformation on the GPU
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIM...
Taehyun Rhee, John P. Lewis, Ulrich Neumann
CGF
2006
115views more  CGF 2006»
13 years 10 months ago
Reflected-Scene Impostors for Realistic Reflections at Interactive Rates
We present a technique for rendering reflections on complex reflectors at interactive rates based on approximating the geometry of the reflected scene with impostors. The reflecti...
Voicu Popescu, Chunhui Mei, Jordan Dauble, Elisha ...
CVGIP
2006
106views more  CVGIP 2006»
13 years 10 months ago
Precomputing avatar behavior from human motion data
Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploite...
Jehee Lee, Kang Hoon Lee
CVGIP
2006
158views more  CVGIP 2006»
13 years 10 months ago
Adaptive grid optical tomography
Image-based modeling of semi-transparent, dynamic phenomena is a challenging task. We present an optical tomography method that uses an adaptive grid for the reconstruction of a t...
Ivo Ihrke, Marcus A. Magnor