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» Time-of-Flight Cameras in Computer Graphics
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CAE
2010
14 years 6 months ago
Learning about Shadows from Artists
Renaissance artists discovered methods for imaging realistic depth on a two dimensional surface by re-inventing linear perspective. In solving the problem of depth depiction, they...
Elodie Fourquet
SIBGRAPI
2005
IEEE
15 years 5 months ago
Linear Complexity Stereo Matching Based on Region Indexing
This paper presents a linear complexity method for real-time stereo matching, in which the processing time is only dependent on the image resolution. Regions along each epipolar l...
Marco Antonio Floriano de Oliveira, Raul Sidnei Wa...
AMDO
2006
Springer
15 years 3 months ago
Boundary Fragment Matching and Articulated Pose Under Occlusion
Silhouette recognition can reconstruct the three-dimensional pose of a human subject in monocular video so long as the camera's view remains unoccluded by other objects. This ...
Nicholas R. Howe
FPLAY
2008
15 years 1 months ago
Exaggerated head motions for game viewpoint control
In this paper, we present an evaluation of exaggerated headcoupled camera motions in a game-like 3D object movement. Three exaggeration levels were compared to determine if the ex...
Robert J. Teather, Wolfgang Stürzlinger
SIGGRAPH
1998
ACM
15 years 4 months ago
Multiple Viewpoint Rendering
This paper presents an algorithm for rendering a static scene from multiple perspectives. While most current computer graphics algorithms render scenes as they appear from a singl...
Michael Halle