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Now showing items 31-40 of 64
ELASTIFACE: Matching and Blending Textured Faces
(ACM, 2013)
In this paper we present ELASTIFACE, a simple and versatile method for establishing correspondence between textured face models, either for the construction of a blend-shape facial rig or for the exploration of new characters ...
Accurate Face Reconstruction through Anisotropic Fitting and Eye Correction
(The Eurographics Association, 2015)
Fitting a facial template model to 3D-scanner data is a powerful technique for generating face avatars, in particular in the presence of noisy and incomplete measurements. Consequently, there are many approaches for the ...
Instant Level-of-Detail
(The Eurographics Association, 2011)
Highly detailed models are commonly used in computer games and other interactive rendering applications. In this context, static levels-of-detail are frequently used to achieve real-time frame rates. While this is a simple ...
Physics-based Augmented Reality for 3D Deformable Object
(The Eurographics Association, 2012)
This paper introduces an original method to perform augmented or mixed reality on deformable objects. Compared to state-of-the-art techniques, our method is able to track deformations of volumetric objects and not only ...
Evaluating the Curvature Analysis as a Key Feature for the Semantic Description of Architectural Elements
(The Eurographics Association, 2014)
The recent developments in the fields of photogrammetry and laser scanning, have made possible mass acquisitions of heritage artifacts with a particularly high level of geometric accuracy. A processing of the digital model ...
A Tracking Approach for the Skeletonization of Tubular Parts of 3D Shapes
(The Eurographics Association, 2013)
In this paper we propose a new simple and efficient method to characterize shapes by segmenting their elongated parts and characterizing them with their centerlines. We call it Tubular Section Tracking, because it consists ...
Physics-based Human Neck Simulation
(The Eurographics Association, 2013)
In deformable character animation, the skin deformation of the neck is important to reproduce believable facial animation. The neck also plays an important role in supporting the head in balance while generating the ...
Exploring the Use of Adaptively Restrained Particles for Graphics Simulations
(The Eurographics Association, 2013)
In this paper, we explore the use of Adaptively Restrained (AR) particles for graphics simulations. Contrary to previous methods, Adaptively Restrained Particle Simulations (ARPS) do not adapt time or space sampling, but ...
Comparison of Mixed Linear Complementarity Problem Solvers for Multibody Simulations with Contact
(The Eurographics Association, 2018)
The trade-off between accuracy and computational performance is one of the central conflicts in real-time multibody simulations, much of which can be attributed to the method used to solve the constrained multibody equations. ...
Ellipsoidal Cube Maps for Accurate Rendering of Planetary-Scale Terrain Data
(The Eurographics Association, 2012)
Advances in sensor technology lead to a rapidly growing number of terrain data sets with very high spatial resolution. To allow reliable visual analysis of this data, terrain data for planetary objects needs to be rendered ...