Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scen...
Virtual environments are typically textured by manually choosing an image to apply on each surface. This implies browsing through large sets of generic textures for each and every...
In this paper a method for estimating a rigid skeleton, including skinning weights, skeleton connectivity, and joint positions, given a sparse set of example poses is presented. I...
Pixel processing is becoming increasingly expensive for real-time applications due to the complexity of today’s shaders and highresolution framebuffers. However, most shading re...
Robert Herzog, Elmar Eisemann, Karol Myszkowski, H...
We present a new rigging and skinning method which uses a database of partial rigs extracted from a set of source characters. Given a target mesh and a set of joint locations, our...