We present two user interfaces for the interactive control of dynamically-simulated characters. The first interface uses an ‘action palette’ and targets sports prototyping ap...
So far extending light field rendering to dynamic scenes has been trivially treated as the rendering of static light fields stacked in time. This type of approaches requires inp...
This paper presents a technique for mapping relief textures onto arbitrary polygonal models in real time. In this approach, the mapping of the relief data is done in tangent space...
It is difficult to obtain a specific region within unsegmented volume data (region of interest, ROI). The user must first segment the volume, a task which itself involves signi...
In this paper we present an implementation of an interest management scheme using standard message oriented middleware (MOM) technologies to provide scalable message dissemination...
This paper presents a new technique for rendering bidirectional texture functions (BTFs) at different levels of detail (LODs). Our method first decomposes each BTF image into mul...
The broad-phase step of collision detection in scenes composed of n moving objects is a challenging problem because enumerating collision pairs has an inherent O(n2) complexity. S...
Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is ...
John P. Lewis, Jonathan Mooser, Zhigang Deng, Ulri...
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...