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Now showing items 61-69 of 69
Flexible bump map capture from video
(Eurographics Association, 2002)
We extend recent techniques for the automated capture of surface normal maps or bump maps from real-world material samples. In contrast to recent systems, which have required cumbersome laboratory setups with careful ...
3D Scanning Technology: Capabilities and Issues
(Eurographics Association, 2002)
The recent evolution of graphics technology makes it possible to manage very complex models on inexpensive platforms. These impressive rendering capabilities should be paired with detailed and accurate digital models. The ...
3D Data Acquisition
(Eurographics Association, 2002)
3D scanners and image acquisition systems are rapidly becoming more affordable and allow to build highly accurate models of real 3D objects in a cost- and time-effective manner. This tutorial will present the potential of ...
Texturing Calibrated Head Model from Images
(Eurographics Association, 2002)
In this paper we address a well-known problem of producing an animated model of a human head from a pair of orthogonal photographs and present a new technique of generating consistent high-quality texture for a polygonal ...
A Convolution-Based Algorithm for Animated Water Waves
(Eurographics Association, 2002)
A non-linear partial differential equation solver is too sophisticated for computer graphics applications if they are only used to render effects like circular waves and ship wakes. We present an approach which simulates ...
The Voronoi-Quadtree: construction and visualization
(Eurographics Association, 2002)
We define a quadtree-based planar Voronoi diagram codification, the Voronoi-Quadtree, valid for generalized sites (points, line-segments, curve-arc segments, ...) and for different distance functions (Euclidean metrics, ...
Distance fields applied to character animation
(Eurographics Association, 2002)
A general hybrid geometric-physical method that is useful for animating characters with skin, clothing and a MPEG-4 compatible face is presented. This method uses an approximation to the underlying musculo-skeletal structure ...
Interactive High-Quality Volume Rendering with Flexible Consumer Graphics Hardware
(Eurographics Association, 2002)
Recently, the classic rendering pipeline in 3D graphics hardware has become flexible by means of programmable geometry engines and rasterization units. This development is primarily driven by the mass market of computer ...
Adaptive Tessellation for Trimmed NURBS Surface
(Eurographics Association, 2002)
We present an adaptive method for tessellating the trimmed NURBS surface in the parametric domain. Given a model space tolerance ε, the algorithm first splits the NURBS surface in both the U and V directions to fit within ...