SIGGRAPH 2014 -- Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, and James F. O'Brien Project page: http://graphics.berkeley.edu/papers/Pfaff-ATC-2014-07 Abstract: This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically structured to adaptively maintain detail wherever it is required by the simulation. These requirements include
We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, controlled by a few parameters, and can be considered hydrographically realistic and visually plausible. Our terrain representation is both analytic and continuous, and can be rendered using varying level of detail. The terrain dat
Page maintained by Ke-Sen Huang. If you have additions or changes, send an e-mail. Information here is provided with the permission of the ACM Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page t
MovieReshape: Tracking and Reshaping of Humans in Videos Arjun Jain Thorsten Thormählen Hans-Peter Seidel Christian Theobalt MPI Informatik Abstract We present a system for quick and easy manipulation of the body shape and proportions of a human actor in arbitrary video footage. The approach is based on a morphable model of 3D human shape and pose that was learned from laser scans of real people.
Page maintained by Ke-Sen Huang. If you have additions or changes, send an e-mail. Information here is provided with the permission of the ACM. Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page
Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes Our method performs real-time auralization of sounds from dynamic agents, objects and the player interacting in the scene, while accounting for perceptually important effects such as diffraction low-pass filtering and reverberation. Train station and citadel scenes are from Valve’s SourceTM game engine
A 2.5D Cartoon: We take vector art drawings of a cartoon from different views (a) and use them to automatically generate a 2.5D cartoon (b), which associates each stroke with a 3D position. The 2.5D cartoon can then be used to simulate a rotation in 3D and generate a rendering of the cartoon in a novel view (c). People Alec Rivers, MIT CSAIL Takeo Igarashi, The University of Tokyo Frédo Durand, MI
Kun Zhou Cheung Kong Professor Director, State Key Lab of CAD&CG Zhejiang University Email: kunzhou at acm dot org I am a Cheung Kong Professor of computer science at Zhejiang University. I received my PhD degree from Zhejiang University. After graduation I spent six years with Microsoft Research Asia, and was a lead researcher of the graphics group before moving back to Zhejiang University. I was
Page maintained by Ke-Sen Huang. If you have additions or changes, send an e-mail. Information here is provided with the permission of the ACM. Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page
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