We propose a Parallel Banding Algorithm (PBA) on the GPU to compute the exact Euclidean Distance Transform (EDT) for a binary image in 2D and higher dimensions. Partitioning the i...
Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow Seng T...
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...
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...
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...
We present a new and simple data-driven technique for modeling 3D brushes for use in realistic painting programs. Our technique simplifies and accelerates simulation of the const...
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...
Volume caustics are intricate illumination patterns formed by light first interacting with a specular surface and subsequently being scattered inside a participating medium. Alth...
Wei Hu, Zhao Dong, Ivo Ihrke, Thorsten Grosch, Guo...
We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPUaccelerated Eulerian fluid solver that is suited for...
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...
This paper presents a generative human motion model for synthesis, retargeting, and editing of personalized human motion styles. We first record a human motion database from mult...