This paper presents a novel method for real-time homogenous translucent material editing under fixed illumination. We consider the complete analytic BSSRDF model proposed by Jens...
Numerous techniques exist to help users automate repetitive tasks; however, none of these methods fully support enduser creation, use, and modification of the learned tasks. We pr...
Aaron Spaulding, Jim Blythe, Will Haines, Melinda ...
The creation of most models used in computer animation and computer games requires the assignment of texture coordinates, texture painting, and texture editing. We present a novel...
Yotam I. Gingold, Philip L. Davidson, Jefferson Y....
We present an alternative approach to standard geometric shape editing using physically-based simulation. With our technique, the user can deform complex objects in real-time. The...
Johannes Mezger, Bernhard Thomaszewski, Simon Pabs...
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...