We present a new method for rapidly computing shadows from semi-transparent objects like hair. Our deep opacity maps method extends the concept of opacity shadow maps by using a d...
Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on-the-fly within a client-server platform. In suc...
Robert Herzog, Shin-ichi Kinuwaki, Karol Myszkowsk...
We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landsc...
Aging has considerable visual effects on the human face and is difficult to simulate using a universally-applicable global model. In this paper, we focus on the hypothesis that th...
Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for ...
Edilson de Aguiar, Christian Theobalt, Sebastian T...
We present a technique for steganography in polygonal meshes. Our method hides a message in the indexed representation of a mesh by permuting the order in which faces and vertices...
Alexander Bogomjakov, Craig Gotsman, Martin Isenbu...
Many categories of objects, such as human faces, can be naturally viewed as a composition of several different layers. For example, a bearded face with glasses can be decomposed i...
In this paper, we present an adaptive model for dynamically deforming hyper-elastic rods. In contrast to existing approaches, adaptively introduced control points are not governed...