Quadrangular remeshing of triangulated surfaces has received an increasing attention in recent years. A particularly elegant approach is the extraction of quads from the streamlin...
The complexity and detail of geometric scenes that are used in today’s computer animated films and interactive games have reached a level where the manual creation by tradition...
We present an unsupervised algorithm for registering 3D surface scans of an object undergoing significant deformations. Our algorithm does not need markers, nor does it assume pri...
Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS3), such as octrees, kD-trees or BSP trees. Such HS3 usually provi...
Tamy Boubekeur, Wolfgang Heidrich, Xavier Granier,...
Aiming at robust surface structure recovery, we extend the powerful optimization technique of variational shape approximation by allowing for several different primitives to repre...