We present a new benchmark for testing algorithms that create canonical forms for use in non-rigid 3D shape retrieval. We have combined two existing datasets to create a varied co...
David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R...
Given a query that specifies partial shape, a Part-based 3D Model Retrieval (P3DMR) system would retrieve 3D models whose part(s) matches the query. Computationally, this is quite...
Recently, 3D digitization and printing hardware have seen rapidly increasing adoption. High-quality digitization of real-world objects is becoming more and more efficient. In thi...
Robert Gregor, Danny Bauer, Ivan Sipiran, Panagiot...
We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character anim...
Alexander Shoulson, Nathan Marshak, Mubbasir Kapad...
A mixed plane graph is a plane graph whose edge set is partitioned into a set of directed edges and a set of undirected edges. An orientation of a mixed plane graph G is an assignm...
A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, s...
Carl Johan Gribel, Jacob Munkberg, Jon Hasselgren,...
Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting ...
Daniel Kopta, Thiago Ize, Josef B. Spjut, Erik Bru...
We synthesize natural-looking locomotion, reaching and grasping for a virtual character in order to accomplish a wide range of movement and manipulation tasks in real time. Our vi...