Sciweavers

CGI
2004
IEEE
13 years 8 months ago
Visual-Fidelity? Dataglove Calibration
This paper presents a novel calibration method for datagloves with many degrees of freedom 1 . The goal of our method is to establish a mapping from the sensor values of the glove...
Ferenc Kahlesz, Gabriel Zachmann, Reinhard Klein
CGI
2004
IEEE
13 years 8 months ago
Mixing Deformable and Rigid-Body Mechanics Simulation
This article presents a new method to achieve heterogeneous physical simulation, within the same global system, of both deformable and rigid-bodies objects, whatever their intrins...
Julien Lenoir, Sylvère Fonteneau
CGI
2004
IEEE
13 years 8 months ago
Face Recognition Using Computer-Generated Database
Many face database and recognition systems have been constructed in specially designed studios with various illuminations, poses, and expressions. However, none of these databases...
Won-Sook Lee, Kyung-Ah Sohn
CGI
2004
IEEE
13 years 8 months ago
Real-Time Dynamic Wrinkles
This paper proposes a new method for designing dynamic wrinkles that appear and disappear according to the underlying deformation of tissues. The user positions and orients wrinkl...
Caroline Larboulette, Marie-Paule Cani
CGI
2004
IEEE
13 years 8 months ago
Hair Paint
Benjamín Hernández, Isaac Rudom&iacu...
CGI
2004
IEEE
13 years 8 months ago
Point Set Surface Editing Techniques Based on Level-Sets
In this paper we articulate a new modeling paradigm for both local and global editing on complicated point set surfaces of arbitrary topology. In essence, the proposed technique l...
Xiaohu Guo, Jing Hua, Hong Qin
CGI
2004
IEEE
13 years 8 months ago
An Efficient Central Path Algorithm for Virtual Navigation
We give an efficient, scalable, and simple algorithm for computation of a central path for navigation in closed virtual environments. The algorithm requires less preprocessing and...
Parag Chaudhuri, Rohit Khandekar, Deepak Sethi, Pr...
CGI
2004
IEEE
13 years 8 months ago
Interactive Global Illumination for Quasi-Static Scenes
Rubén Jesús García, Carlos Ur...
CGI
2004
IEEE
13 years 8 months ago
From Continuous to Discrete Games
Computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a...
Inmaculada García, Ramón Mollá...