Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is ...
John P. Lewis, Jonathan Mooser, Zhigang Deng, Ulri...
Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be mu...
The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates. However, due to occlusion by opaque surfaces (e.g....
We describe our experiences designing and implementing a virtual PNNI network testbed. The network elements and signaling protocols modeled are consistent with the ATM Forum PNNI ...
Kalyan S. Perumalla, Matthew Andrews, Sandeep N. B...
Background: Prediction of protein localization in subnuclear organelles is more challenging than general protein subcelluar localization. There are only three computational models...