Sciweavers

CGI
2004
IEEE
13 years 11 months ago
Real-Time Rendering of Soap Bubbles Taking into Account Light Interference
Kei Iwasaki, Keichi Matsuzawa, Tomoyuki Nishita
CGI
2004
IEEE
13 years 11 months ago
Mixing Deformable and Rigid-Body Mechanics Simulation
This article presents a new method to achieve heterogeneous physical simulation, within the same global system, of both deformable and rigid-bodies objects, whatever their intrins...
Julien Lenoir, Sylvère Fonteneau
CGI
2004
IEEE
13 years 11 months ago
Face Recognition Using Computer-Generated Database
Many face database and recognition systems have been constructed in specially designed studios with various illuminations, poses, and expressions. However, none of these databases...
Won-Sook Lee, Kyung-Ah Sohn
CGI
2004
IEEE
13 years 11 months ago
Real-Time Dynamic Wrinkles
This paper proposes a new method for designing dynamic wrinkles that appear and disappear according to the underlying deformation of tissues. The user positions and orients wrinkl...
Caroline Larboulette, Marie-Paule Cani
CGI
2004
IEEE
13 years 11 months ago
Hair Paint
Benjamín Hernández, Isaac Rudom&iacu...
CGI
2004
IEEE
13 years 11 months ago
Point Set Surface Editing Techniques Based on Level-Sets
In this paper we articulate a new modeling paradigm for both local and global editing on complicated point set surfaces of arbitrary topology. In essence, the proposed technique l...
Xiaohu Guo, Jing Hua, Hong Qin
CGI
2004
IEEE
13 years 11 months ago
An Efficient Central Path Algorithm for Virtual Navigation
We give an efficient, scalable, and simple algorithm for computation of a central path for navigation in closed virtual environments. The algorithm requires less preprocessing and...
Parag Chaudhuri, Rohit Khandekar, Deepak Sethi, Pr...
CGI
2004
IEEE
13 years 11 months ago
Interactive Global Illumination for Quasi-Static Scenes
Rubén Jesús García, Carlos Ur...
CGI
2004
IEEE
13 years 11 months ago
From Continuous to Discrete Games
Computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a...
Inmaculada García, Ramón Mollá...
CGI
2004
IEEE
13 years 11 months ago
Combination of Facial Movements on a 3D Talking Head
Facial movements play an important role in interpreting spoken conversations and emotions. There are several types of movements, such as conversational signals, emotion displays, ...
The Duy Bui, Dirk Heylen, Anton Nijholt