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» From 3D Scene Geometry to Human Workspace
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CGI
2004
IEEE
13 years 10 months ago
Physically-Based Simulation of Objects Represented by Surface Meshes
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
Matthias Müller, Matthias Teschner, Markus H....
JMIV
2000
141views more  JMIV 2000»
13 years 6 months ago
Critical Motions for Auto-Calibration When Some Intrinsic Parameters Can Vary
Auto-calibration is the recovery of the full camera geometry and Euclidean scene structure from several images of an unknown 3D scene, using rigidity constraints and partial knowl...
Fredrik Kahl, Bill Triggs, Kalle Åström
CVPR
2004
IEEE
14 years 8 months ago
The World in an Eye
This paper provides a comprehensive analysis of exactly what visual information about the world is embedded within a single image of an eye. It turns out that the cornea of an eye...
Ko Nishino, Shree K. Nayar
JMM2
2006
138views more  JMM2 2006»
13 years 6 months ago
A Framework for Constructing Real-time Immersive Environments for Training Physical Activities
Abstract-- This paper describes a framework for constructing a three-dimensional immersive environment that can be used for training physical activities. The system is designed to ...
Sang-Hack Jung, Ruzena Bajcsy
TOG
2008
122views more  TOG 2008»
13 years 6 months ago
Performance capture from sparse multi-view video
This paper proposes a new marker-less approach to capturing human performances from multi-view video. Our algorithm can jointly reconstruct spatio-temporally coherent geometry, mo...
Edilson de Aguiar, Carsten Stoll, Christian Theoba...