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Character animation from 2D pictures and 3D motion data
Leif Kobbelt, Alexander Hornung, Ellen Dekkers
Article No.: 1
This article presents a new method to animate photos of 2D characters using 3D motion capture data. Given a single image of a person or essentially human-like subject, our method transfers the motion of a 3D skeleton onto the subject's 2D shape in...
A first-order analysis of lighting, shading, and shadows
Ravi Ramamoorthi, Peter Belhumeur, Dhruv Mahajan
Article No.: 2
The shading in a scene depends on a combination of many factors---how the lighting varies spatially across a surface, how it varies along different directions, the geometric curvature and reflectance properties of objects, and the locations of soft...
Julie Dorsey, Athinodoros S. Georghiades, Jianye Lu, Hongzhi Wu, Andreas Glaser, Li-Yi Wei, Baining Guo, Holly Rushmeier
Article No.: 3
Interesting textures form on the surfaces of objects as the result of external chemical, mechanical, and biological agents. Simulating these textures is necessary to generate models for realistic image synthesis. The textures formed are progressively...
Stable, circulation-preserving, simplicial fluids
Sharif Elcott, Eva Kanso, Mathieu Desbrun, Peter Schröder, Yiying Tong
Article No.: 4
Visual quality, low computational cost, and numerical stability are foremost goals in computer animation. An important ingredient in achieving these goals is the conservation of fundamental motion invariants. For example, rigid and deformable body...
Volume and shape preservation via moving frame manipulation
Yaron Lipman, Ran Gal, David Levin, Daniel Cohen-Or
Article No.: 5
This article introduces a method for mesh editing that is aimed at preserving shape and volume. We present two new developments: The first is a minimization of a functional expressing a geometric distance measure between two isometric surfaces. The...
Ray tracing deformable scenes using dynamic bounding volume hierarchies
Peter Shirley, Solomon Boulos, Ingo Wald
Article No.: 6
The most significant deficiency of most of today's interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration structures used. While the best reported frame rates for...