This paper presents a framework for the skeleton-driven animation of elastically deformable characters. A character is embedded in a coarse volumetric control lattice, which provi...
Steve Capell, Seth Green, Brian Curless, Tom Ducha...
We present a novel technique, both flexible and efficient, for interactive remeshing of irregular geometry. First, the original (arbitrary genus) mesh is substituted by a series o...
This paper presents an example-based method for calculating skeleton-driven body deformations. Our example data consists of range scans of a human body in a variety of poses. Usin...
Geometric transformations are most commonly represented as square matrices in computer graphics. Following simple geometric arguments we derive a natural and geometrically meaning...
Treemaps, a space-filling method of visualizing large hierarchical data sets, are receiving increasing attention. Several algorithms have been proposed to create more useful displ...
Benjamin B. Bederson, Ben Shneiderman, Martin Watt...
Figure 1 Flowers expanded using self-similarity based texture warping. We present a simple method of interactive texture editing that utilizes self-similarity to replicate intende...
We present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for simulating the internal dynamics ...
In this paper, we present a technique we call "cartoon capture and retargeting" which we use to track the motion from traditionally animated cartoons and retarget it ont...
Christoph Bregler, Lorie Loeb, Erika Chuang, Hrish...