—The rapid pace of change in 3D game technology makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less quantitative info...
Jordi Roca, Victor Moya Del Barrio, Carlos Gonz&aa...
We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hul...
This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mes...
Partitions of sequential data exist either per se or as a result of sequence segmentation algorithms. It is often the case that the same timeline is partitioned in many different ...
This paper shows how Markovian segmentation algorithms used to solve well known computer vision problems such as motion estimation, motion detection and stereovision can be signiï¬...
Pierre-Marc Jodoin, Max Mignotte, Jean-Franç...