In this paper, we present an integrated system for skin deformation that is able to handle deformations due to both the skeleton animation and collisions. This method is based on ...
We propose the use of high-degree resampling filters for improved temporal antialiasing, or as the result is often called, motion blur. Without temporal antialiasing, strange eff...
A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft, squishable object in front of a came...
Currently there is much interest in the development of computer and DVD-based games and activities that supplement or are marketed alongside broadcast television content. Scene-Dr...
We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of ...