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CGF
2004
95views more  CGF 2004»
13 years 4 months ago
Hierarchical Retargetting of Fine Facial Motions
We present a novel technique for retargetting captured facial animation to new facial models. We use dense motion data that can express fine motions such as wrinkles. We use a nor...
Kyunggun Na, Moonryul Jung
CGF
2004
98views more  CGF 2004»
13 years 4 months ago
Synthesizing Sound from Turbulent Field using Sound Textures for Interactive Fluid Simulation
Sound is an indispensable element for the simulation of a realistic virtual environment. Therefore, there has been much recent research focused on the simulation of realistic soun...
Yoshinori Dobashi, Tsuyoshi Yamamoto, Tomoyuki Nis...
CGF
2004
116views more  CGF 2004»
13 years 4 months ago
A System for View-Dependent Animation
In this paper, we present a novel system for facilitating the creation of stylized view-dependent 3D animation. Our system harnesses the skill and intuition of a traditionally tra...
Parag Chaudhuri, Prem Kalra, Subhashis Banerjee
CGF
2004
89views more  CGF 2004»
13 years 4 months ago
Fast Multipath Radiosity using Hierarchical Subscenes
This paper presents an efficient acceleration technique for the global line radiosity Multipath method. In this approach, the scene is subdivided in a hierarchy of box bounded sub...
Francesc Castro, Mateu Sbert, László...
CGF
2004
194views more  CGF 2004»
13 years 4 months ago
Distributed and Collaborative Visualization
Visualization is a powerful tool for analysing data and presenting results in science, engineering and medicine. This paper reviews ways in which it can be used in distributed and...
Ken Brodlie, David A. Duce, Julian R. Gallop, J. P...
CGF
2004
86views more  CGF 2004»
13 years 4 months ago
Procedural Texture Matching and Transformation
We present a technique for creating a smoothly varying sequence of procedural textures that interpolates between arbitrary input samples of texture. This texture transformation us...
Eric Bourque, Gregory Dudek
CGF
2004
151views more  CGF 2004»
13 years 4 months ago
A Physically-Based Model for Rendering Realistic Scratches
Individually visible scratches, also called isolated scratches, are very common in real world surfaces. Although their microgeometry is not visible, they are individually percepti...
Carles Bosch, Xavier Pueyo, Stéphane M&eacu...
CGF
2004
81views more  CGF 2004»
13 years 4 months ago
Computing Maximal Tiles and Application to Impostor-Based Simplification
Carlos Andújar, Pere Brunet, Antoni Chica, ...
CGF
2004
122views more  CGF 2004»
13 years 4 months ago
Exchanging Faces in Images
Pasting somebody's face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from t...
Volker Blanz, Kristina Scherbaum, Thomas Vetter, H...
CGF
2004
113views more  CGF 2004»
13 years 4 months ago
Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful
We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries an...
Jirí Bittner, Michael Wimmer, Harald Piring...