223 views123 votes15 years 8 months ago 3DIM 2003»
We present an Augmented Reality system that relies on purely passive techniques to solve the real-time registration problem. It can run on a portable PC and does not require engin...
134 views134 votes15 years 6 months ago SI3D 1995»
A system for controlling the behaviors of an interactive human-like agent, and executing them in real-time, is presented. It relies on an underlying model of continuous behavior, ...
253 views164 votes15 years 9 months ago SI3D 2006»
The human hand is an important interface with complex shape and movement. In virtual reality and gaming applications the use of an individualized rather than generic hand represen...
160 views140 votes15 years 8 months ago SI3D 2003»
We present a general joint component framework model that is capable of exhibiting complex behavior of joints in articulated figures. The joints are capable of handling non-ortho...
123 views125 votes15 years 9 months ago SI3D 2006»
Visual patterns on the surface of an object, such as two dimensional texture, are taken into consideration as part of the geometry remeshing process. Given a parameterized mesh an...
119 views125 votes15 years 7 months ago SI3D 1999»
A rendering is an abstraction that favors, preserves, or even emphasizes some qualities while sacrificing, suppressing, or omitting other characteristics that are not the focus o...
172 views140 votes15 years 8 months ago 3DPVT 2002»
3D medical images produced in health centers represent tremendous amounts of data spread over different places. Automatic processing of these data often allow quantitative and rep...
134 views118 votes15 years 9 months ago SI3D 2005»
Recent advances in mobile computing allow the users to deal with 3D interactive graphics on handheld computers. Although the computing resources and screen resolutions grow steadi...
150 views139 votes15 years 9 months ago SI3D 2006»
We present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance...