Sciweavers

2114 search results - page 118 / 423
» Physically Based Deformable Models in Computer Graphics
Sort
View
TOG
2008
109views more  TOG 2008»
15 years 6 months ago
Geometric skinning with approximate dual quaternion blending
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, ha...
Ladislav Kavan, Steven Collins, Jirí Z&aacu...
ISBI
2011
IEEE
14 years 10 months ago
Skull-stripping with deformable organisms
Segmenting brain from non-brain tissue within magnetic resonance (MR) images of the human head, also known as skull-stripping, is a critical processing step in the analysis of neu...
Gautam Prasad, Anand A. Joshi, Paul M. Thompson, A...
EGH
2003
Springer
15 years 11 months ago
Mesh mutation in programmable graphics hardware
We show how a future graphics processor unit (GPU), enhanced with random read and write to video memory, can represent, refine and adjust complex meshes arising in modeling, simu...
Le-Jeng Shiue, Vineet Goel, Jörg Peters
SIGGRAPH
2010
ACM
15 years 10 months ago
Real-time lens blur effects and focus control
We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tr...
Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel
APGV
2007
ACM
124views Visualization» more  APGV 2007»
15 years 10 months ago
A perceptive evaluation of volume rendering techniques
The display of space filling data is still a challenge for the community of visualization. Direct Volume Rendering (DVR) is one of the most important techniques developed to achie...
Christian Boucheny, Georges-Pierre Bonneau, Jacque...