We present the results of gravitational direct N-body simulations using the commercial graphics processing units (GPU) NVIDIA Quadro FX1400 and GeForce 8800GTX, and compare the re...
Simon Portegies Zwart, Robert G. Belleman, Peter G...
Shape from shading (SfS) has always been difficult for real applications due to its intrinsic ill-posedness. In this paper, we propose an interactive SfS method which efficiently ...
Gang Zeng, Yasuyuki Matsushita, Long Quan, Heung-Y...
In this paper, we present an approach we refer to as "least squares congealing" which provides a solution to the problem of aligning an ensemble of images in an unsuperv...
Mark Cox, Sridha Sridharan, Simon Lucey, Jeffrey F...
In this paper, we present an interactive offline tracking system for generic color objects. The system achieves 60100 fps on a 320 ? 240 video. The user can therefore easily refin...
In this paper, we present a new method for segmenting closed contours and surfaces. Our work builds on a variant of the Fast Marching algorithm. First, an initial point on the des...