We present an approach for extracting coherently sampled animated meshes from input sequences of incoherently sampled meshes representing a continuously evolving shape. Our approa...
Traditionally, levels of detail (LOD) for animated characters are computed from a single pose. Later techniques refined this approach by considering a set of sample poses and eval...
When visualising datasets that are too large to be displayed in their entirity, interactive navigation is a common solution. However, instantaneous updates of the visualisation wh...
We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope ...
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surfa...
Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbru...