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...
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...
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...
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 ...
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...