In many scenes with human characters, interacting groups are an important factor for maintaining a sense of realism. However, little is known about what makes these characters app...
Although graphical human modeling has been a long sought subject in computer graphics, when it comes to dealing with real-time applications, it raises a number of unique requireme...
We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformation...
We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection ap...
In this paper, we describe a system for the reconstruction of deforming geometry from a time sequence of unstructured, noisy point clouds, as produced by recent real-time range sc...
Michael Wand, Philipp Jenke, Qi-Xing Huang, Martin...