Sciweavers

SIGGRAPH
1999
ACM
13 years 11 months ago
A Hierarchical Approach to Interactive Motion Editing for Human-Like Figures
This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can b...
Jehee Lee, Sung Yong Shin
SIGGRAPH
1999
ACM
13 years 11 months ago
Multiresolution Mesh Morphing
We present a new method for user controlled morphing of two homeomorphic triangle meshes of arbitrary topology. In particular we focus on the problem of establishing a corresponde...
Aaron W. F. Lee, David P. Dobkin, Wim Sweldens, Pe...
SIGGRAPH
1999
ACM
13 years 11 months ago
Art-based Rendering of Fur, Grass, and Trees
Artists and illustrators can evoke the complexity of fur or vegetation with relatively few well-placed strokes. We present an algorithm that uses strokes to render 3D computer gra...
Michael A. Kowalski, Lee Markosian, J. D. Northrup...
SIGGRAPH
1999
ACM
13 years 11 months ago
ArtDefo: Accurate Real Time Deformable Objects
We present an algorithm for fast, physically accurate simulation of deformable objects suitable for real time animation and virtual environment interaction. We describe the bounda...
Doug L. James, Dinesh K. Pai
SIGGRAPH
1999
ACM
13 years 11 months ago
Tracing Ray Differentials
Antialiasing of ray traced images is typically performed by supersampling the image plane. While this type of filtering works well for many algorithms, it is much more efficient t...
Homan Igehy
SIGGRAPH
1999
ACM
13 years 11 months ago
Teddy: A Sketching Interface for 3D Freeform Design
We present a sketching interface for quickly and easily designing freeform models such as stuffed animals and other rotund objects. The user draws several 2D freeform strokes inte...
Takeo Igarashi, Satoshi Matsuoka, Hidehiko Tanaka
SIGGRAPH
1999
ACM
13 years 11 months ago
Optimization of Mesh Locality for Transparent Vertex Caching
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex caching...
Hugues Hoppe
SIGGRAPH
1999
ACM
13 years 11 months ago
Realistic, Hardware-Accelerated Shading and Lighting
With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality renderin...
Wolfgang Heidrich, Hans-Peter Seidel
SIGGRAPH
1999
ACM
13 years 11 months ago
Direct Illumination with Lazy Visibility Evaluation
In this paper we present a technique for computing the direct lighting in a three-dimensional scene containing area light sources. Our method correctly handles partial visibility ...
David Hart, Philip Dutré, Donald P. Greenbe...
SIGGRAPH
1999
ACM
13 years 11 months ago
Multiresolution Signal Processing for Meshes
We generalize basic signal processing tools such as downsampling, upsampling, and filters to irregular connectivity triangle meshes. This is accomplished through the design of a ...
Igor Guskov, Wim Sweldens, Peter Schröder