Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for ef...
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, H...
We present a method for creating texture over an arbitrary surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D ex...
Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and ...
Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few phys...
Jovan Popovic, Steven M. Seitz, Michael Erdmann, Z...
We present the WarpEngine, an architecture designed for realtime image-based rendering of natural scenes from arbitrary viewpoints. The modeling primitives are real-world images w...
Voicu Popescu, John G. Eyles, Anselmo Lastra, Josh...
Subdivision surfaces solve numerous problems related to the geometry of character and animation models. However, unlike on parametrised surfaces there is no natural choice of text...
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., tri...
Hanspeter Pfister, Matthias Zwicker, Jeroen van Ba...
We present a semi-automatic method for creating shadow mattes in cel animation. In conventional cel animation, shadows are drawn by hand, in order to provide visual cues about the...
Lena Petrovic, Brian Fujito, Lance Williams, Adam ...
Named after the title, the PCCM transformation is a simple, explicit algorithm that creates large, smoothly joining bicubic Nurbs patches from a refined Catmull-Clark subdivision...