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- ArticleJuly 2006
Manga colorization
This paper proposes a novel colorization technique that propagates color over regions exhibiting pattern-continuity as well as intensity-continuity. The proposed method works effectively on colorizing black-and-white manga which contains intensive ...
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- ArticleJuly 2006
The cartoon animation filter
We present the "Cartoon Animation Filter", a simple filter that takes an arbitrary input motion signal and modulates it in such a way that the output motion is more "alive" or "animated". The filter adds a smoothed, inverted, and (sometimes) time shifted ...
- ArticleJuly 2006
Fast proximity computation among deformable models using discrete Voronoi diagrams
We present novel algorithms to perform collision and distance queries among multiple deformable models in dynamic environments. These include inter-object queries between different objects as well as intra-object queries. We describe a unified approach ...
- ArticleJuly 2006
Subspace gradient domain mesh deformation
- Jin Huang,
- Xiaohan Shi,
- Xinguo Liu,
- Kun Zhou,
- Li-Yi Wei,
- Shang-Hua Teng,
- Hujun Bao,
- Baining Guo,
- Heung-Yeung Shum
In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The ...
- ArticleJuly 2006
Vector field based shape deformations
We present an approach to define shape deformations by constructing and interactively modifying C1 continuous time-dependent divergence-free vector fields. The deformation is obtained by a path line integration of the mesh vertices. This way, the ...
- ArticleJuly 2006
Editing arbitrarily deforming surface animations
Deforming surfaces, such as cloth, can be generated through physical simulation, morphing, and even video capture. Such data is currently very difficult to alter after the generation process is complete, and data generated for one purpose generally ...
- ArticleJuly 2006
Spectral surface quadrangulation
Resampling raw surface meshes is one of the most fundamental operations used by nearly all digital geometry processing systems. The vast majority of this work has focused on triangular remeshing, yet quadrilateral meshes are preferred for many surface ...
- ArticleJuly 2006
Streaming computation of Delaunay triangulations
We show how to greatly accelerate algorithms that compute Delaunay triangulations of huge, well-distributed point sets in 2D and 3D by exploiting the natural spatial coherence in a stream of points. We achieve large performance gains by introducing ...
- ArticleJuly 2006
Edge subdivision schemes and the construction of smooth vector fields
Vertex- and face-based subdivision schemes are now routinely used in geometric modeling and computational science, and their primal/dual relationships are well studied. In this paper, we interpret these schemes as defining bases for discrete ...
- ArticleJuly 2006
A statistical model for synthesis of detailed facial geometry
Detailed surface geometry contributes greatly to the visual realism of 3D face models. However, acquiring high-resolution face geometry is often tedious and expensive. Consequently, most face models used in games, virtual reality, or computer vision look ...
- ArticleJuly 2006
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
- Zhong Ren,
- Rui Wang,
- John Snyder,
- Kun Zhou,
- Xinguo Liu,
- Bo Sun,
- Peter-Pike Sloan,
- Hujun Bao,
- Qunsheng Peng,
- Baining Guo
Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-...
- ArticleJuly 2006
All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation
This paper introduces a new data representation and compression technique for precomputed radiance transfer (PRT). The light transfer functions and light sources are modeled with spherical radial basis functions (SRBFs). A SRBF is a rotation-invariant ...
- ArticleJuly 2006
Compression of motion capture databases
We present a lossy compression algorithm for large databases of motion capture data. We approximate short clips of motion using Bezier curves and clustered principal component analysis. This approximation has a smoothing effect on the motion. Contacts ...
- ArticleJuly 2006
Photographing long scenes with multi-viewpoint panoramas
We present a system for producing multi-viewpoint panoramas of long, roughly planar scenes, such as the facades of buildings along a city street, from a relatively sparse set of photographs captured with a handheld still camera that is moved along the ...
- ArticleJuly 2006
Coded exposure photography: motion deblurring using fluttered shutter
In a conventional single-exposure photograph, moving objects or moving cameras cause motion blur. The exposure time defines a temporal box filter that smears the moving object across the image by convolution. This box filter destroys important high-...
- ArticleJuly 2006
Natural video matting using camera arrays
We present an algorithm and a system for high-quality natural video matting using a camera array. The system uses high frequencies present in natural scenes to compute mattes by creating a synthetic aperture image that is focused on the foreground ...