Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
We present a novel approach to fluid simulation, allowing us to take into account the surface energy in a precise manner. This new approach combines a novel, topology-adaptive app...
Marek Krzysztof Misztal, Robert Bridson, Kenny Erl...
Most face recognition systems focus on photo-based face recognition. In this paper, we present a face recognition system based on face sketches. The proposed system contains two e...
A method for representation and lossy compression of textured surfaces is presented. The input surfaces are represented by surfels (surface elements), i.e., by a set of colored, o...
Tal Darom, Mauro R. Ruggeri, Dietmar Saupe, Nahum ...
We design a family of non-local image smoothing algorithms which approximate the application of diffusion PDE's on a specific Euclidean space of image patches. We first map a...