In this paper we present a general method for rapid prototyping of realistic character motion. We solve for the natural motion from a simple animation provided by the animator. Ou...
We propose a Parallel Banding Algorithm (PBA) on the GPU to compute the exact Euclidean Distance Transform (EDT) for a binary image in 2D and higher dimensions. Partitioning the i...
Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow Seng T...
We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discret...
We present an example-based surface reconstruction method for scanned point sets. Our approach uses a database of local shape priors built from a set of given context models that ...
Ran Gal, Ariel Shamir, Tal Hassner, Mark Pauly, Da...
Interpolating vertex positions among triangle meshes with identical vertex-edge graphs is a fundamental part of many geometric modelling systems. Linear vertex interpolation is ro...
Tim Winkler, J. Drieseberg, Marc Alexa, Kai Horman...