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High-speed Marching Cubes using HistoPyramids
(The Eurographics Association and Blackwell Publishing Ltd, 2008)
We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or comparable graphics APIs. It currently outperforms all other known graphics processing units (GPU)-based iso-surface ...
Automatically Rigging Multi-component Characters
(The Eurographics Association and John Wiley and Sons Ltd., 2012)
Rigging an arbitrary 3D character by creating an animation skeleton is a time-consuming process even for experienced animators. In this paper, we present an algorithm that automatically creates animation rigs for multicomponent ...
Interactive Motion Mapping for Real-time Character Control
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
Abstract It is now possible to capture the 3D motion of the human body on consumer hardware and to puppet in real time skeleton-based virtual characters. However, many characters do not have humanoid skeletons. Characters ...
Coherent Spatiotemporal Filtering, Upsampling and Rendering of RGBZ Videos
(The Eurographics Association and John Wiley and Sons Ltd., 2012)
Sophisticated video processing effects require both image and geometry information. We explore the possibility to augment a video camera with a recent infrared time-of-flight depth camera, to capture high-resolution RGB ...
Automatic Conversion of Mesh Animations into Skeleton-based Animations
(The Eurographics Association and Blackwell Publishing Ltd, 2008)
Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation ...