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    Near-Instant Capture of High-Resolution Facial Geometry and Reflectance 

    Fyffe, Graham; Graham, Paul; Tunwattanapong, Borom; Ghosh, Abhijeet; Debevec, Paul (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We present a near-instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty-four cameras and six flashes which are fired in rapid succession ...
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    Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows 

    Scandolo, Leonardo; Bauszat, Pablo; Eisemann, Elmar (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional ...
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    Modeling and Estimation of Energy-Based Hyperelastic Objects 

    Miguel, Eder; Miraut, David; Otaduy, Miguel A. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    In this paper, we present a method to model hyperelasticity that is well suited for representing the nonlinearity of real-world objects, as well as for estimating it from deformation examples. Previous approaches suffer ...
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    Character Contact Re-positioning Under Large Environment Deformation 

    Tonneau, Steve; Al-Ashqar, Rami Ali; Pettré, Julien; Komura, Taku; Mansard, Nicolas (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Character animation based on motion capture provides intrinsically plausible results, but lacks the flexibility of procedural methods. Motion editing methods partially address this limitation by adapting the animation to ...
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    Data-guided Model Predictive Control Based on Smoothed Contact Dynamics 

    Han, Daseong; Eom, Haegwang; Noh, Junyong; Shin, Joseph S. (formerly Sung Yong) (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    In this paper, we propose an efficient data-guided method based on Model Predictive Control (MPC) to synthesize a full-body motion. Guided by a reference motion, our method repeatedly plans the full-body motion to produce ...
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    Space-Time Co-Segmentation of Articulated Point Cloud Sequences 

    Yuan, Qing; Li, Guiqing; Xu, Kai; Chen, Xudong; Huang, Hui (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Consistent segmentation is to the center of many applications based on dynamic geometric data. Directly segmenting a raw 3D point cloud sequence is a challenging task due to the low data quality and large inter-frame ...
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    Geometry and Attribute Compression for Voxel Scenes 

    Dado, Bas; Kol, Timothy R.; Bauszat, Pablo; Thiery, Jean-Marc; Eisemann, Elmar (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of ...
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    Boundary Detection in Particle-based Fluids 

    Sandim, Marcos; Cedrim, Douglas; Nonato, Luis Gustavo; Pagliosa, Paulo; Paiva, Afonso (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    This paper presents a novel method to detect free-surfaces on particle-based volume representation. In contrast to most particlebased free-surface detection methods, which perform the surface identification based on physical ...
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    A Practical Method for High-Resolution Embedded Liquid Surfaces 

    Goldade, Ryan; Batty, Christopher; Wojtan, Chris (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Combining high-resolution level set surface tracking with lower resolution physics is an inexpensive method for achieving highly detailed liquid animations. Unfortunately, the inherent resolution mismatch introduces several ...
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    Narrow Band FLIP for Liquid Simulations 

    Ferstl, Florian; Ando, Ryoichi; Wojtan, Chris; Westermann, Rüdiger; Thuerey, Nils (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid ...
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    AuthorBauszat, Pablo (2)Eisemann, Elmar (2)Wojtan, Chris (2)Al-Ashqar, Rami Ali (1)Ando, Ryoichi (1)Bai, Yunfei (1)Batty, Christopher (1)Cedrim, Douglas (1)Chen, Xudong (1)Dado, Bas (1)... View MoreSubject
    I.3.7 [Computer Graphics] (11)
    Three Dimensional Graphics and Realism (11)
    Animation (8)and texture (2)Color (2)Computational Geometry and Object Modeling (2)I.3.3 [Computer Graphics] (2)I.3.5 [Computer Graphics] (2)Picture/Image Generation (2)shading (2)... View MoreDate Issued2016 (11)Has File(s)true (11)

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    Eurographics Association copyright © 2013 - 2020 
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