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  • Mark, William R.; Proudfoot, Kekoa (The Eurographics Association, 2001)
    Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ...
  • Röthlisberger, H.; Rakotomalala, J. (The Eurographics Association, 1980)
    F.I.R.S.T. (Fast Interactive Raster scan workSTation) is designed as a low cost high performance display for interactive applications. Low cost is achieved by using dynamic memories, and high performance implies a high ...
  • Schwartzburg, Yuliy; Pauly, Mark (The Eurographics Association and Blackwell Publishing Ltd., 2013)
    We propose a computational design approach to generate 3D models composed of interlocking planar pieces. We show how intricate 3D forms can be created by sliding the pieces into each other along straight slits, leading to ...
  • Willmott, Andrew J.; Heckbert, Paul S.; Garland, Michael (The Eurographics Association, 1999)
    An algorithm for simulating diffuse interreflection in complex three dimensional scenes is described. It combines techniques from hierarchical radiosity and multiresolution modelling. A new face clustering technique for ...
  • Hunter, D.W.; Tiddeman, B. P.; Perrett, D. I. (The Eurographics Association, 2010)
    The ability to estimate the three-dimensional structure of a human face from a single image has many useful applications, including but not limited to the fields of face recognition, modelling and actors head replacement. ...
  • Lau, Manfred; Chai, Jinxiang; Xu, Ying-Qing; Shum, Heung-Yeung (The Eurographics Association, 2007)
    In this paper, we present an intuitive interface for interactively posing 3D facial expressions. The user can create and edit facial expressions by drawing freeform strokes, or by directly dragging facial points in 2D ...
  • Berretti, Stefano; Bimbo, Alberto Del; Pala, Pietro; Mata, Francisco Josè Silva (The Eurographics Association, 2008)
    An original face recognition approach based on 2D and 3D Radial Geodesic Distances (RGDs), respectively computed on 2D face images and 3D face models, is proposed in this work. In 3D, the RGD of a generic point of a 3D ...
  • Morishima, S.; Yotsukure, T.; Fuji, E. (Eurographics Association, 1998)
    Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, we realize an avatar ...
  • Weise, Thibaut; Li, Hao; Gool, Luc Van; Pauly, Mark (ACM SIGGRAPH / Eurographics Association, 2009)
    We present a complete integrated system for live facial puppetry that enables high-resolution real-time facial expression tracking with transfer to another person's face. The system utilizes a real-time structured light ...
  • Albrecht, Irene (2005)
    In order to be believable, virtual human characters must be able to communicate in a human-like fashion realistically. This dissertation contributes to improving and automating several aspects of virtual conversations. ...
  • Patel, Manjula; Willis, Philip J. (Eurographics Association, 1991)
    The aim of the Facial Animation, Construction and Editing System (FACES) is to provide a software simulation of the human face. Attention has focused on the face as an important means of non-verbal communication. The ...
  • Andreadis, Anthousis; Mavridis, Pavlos; Papaioannou, Georgios (The Eurographics Association, 2014)
    The reassembly of fractured 3D objects is a critical problem in computational archaeology, and other application domains. An essential part of this problem is to distinguish the regions of the object that belong to the ...
  • Beecham, Roger; Rooney, Chris; Meier, Sebastian; Dykes, Jason; Slingsby, Aidan; Turkay, Cagatay; Wood, Jo; Wong, B. L. William (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Many datasets have multiple perspectives - for example space, time and description - and often analysts are required to study these multiple perspectives concurrently. This concurrent analysis becomes difficult when data ...
  • Wilson, Cyrus A.; Alexander, Oleg; Tunwattanapong, Borom; Ghosh, Pieter PeersAbhijeet; Busch, Jay; Hartholt, Arno; Debevec, Paul (The Eurographics Association, 2011)
    We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can ...
  • Xiang, Guofu; Ju, Xiangyang; Holt, Patrik O'B.; Shang, Lin (The Eurographics Association, 2009)
    This paper presents an automated approach to transferring facial expressions from a generic facial model onto various individual facial models without requiring any prior correspondences and manual interventions during the ...
  • Tian, Lihui; Xiao, Shuangjiu (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We propose a personality trait exaggeration system emphasizing the impression of human face in images, based on multi-level features learning and exaggeration. These features are called Personality Trait Model(PTM). Abstract ...
  • Haber, Jörg; Magnenat-Thalmann, Nadia; Terzopoulos, Demetri; Vetter, Thomas; Blanz, Volker; Kähler, Kolja (Eurographics Association, 2002)
  • Haber, Jörg; Terzopoulos, Demetri; Magnenat-Thalmann, Nadia; Blanz, Volker (Eurographics Association, 2003)
    In this tutorial we present an overview of the concepts and current techniques that have been developed to model and animate human faces. We introduce the research area of facial modeling and animation by its history and ...
  • Fratarcangeli, Marco; Schaerf, Marco (The Eurographics Association, 2005)
    We present a novel Facial Motion Cloning method relying on the combination of the radial basis functions (RBF) based scattered data interpolation with the encoding capabilities of the MPEG-4 Facial and Body Animation (FBA) ...
  • ten Hagen, Paul J. W. (Eurographics Association, 2000)
    Character design and facial animation of characters is among the most tedious parts of creation of animations. In contrast to body animations, performer data have not been successfully used for faces. The CharToon system ...

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