3D surface cellular automata and their applications
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This thesis investigates advanced signal processing concepts and their application to geometric processing and transformations of images and volumes. In the first part, we discuss the class of transformations that project volume data onto a plane using par ...
In this paper, we extend our previous work (Proc. Computer Animation and Simulation, pp. 125-135, Aug. 2000) and propose a muscle model that is suitable for computer graphics based on physiological and anatomical considerations. Muscle motion and deformati ...
Meshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasingly popular in computer graphics. They present several advantages over their Delaunay-type based counterparts, e.g., Triangulated Irregular Networks (TINs), such a ...
In combination with the rapid technical improvements of computers, building large virtual scenes has become a popular field in computer graphics for education, films or games. Often, virtual humans populate scenes such as real reconstructed city, disappear ...
Rendering and animating a multitude of articulated characters in real-time presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted to tackle the issue of real-time rendering of numerous virtual ...
This paper presents a new approach to rendering arbitrary views of real-world objects of complex shapes, captured by a capturing device. We propose to represent an object by a small set of corresponding 2-D views, and to construct any other view as a combi ...
Presents a new approach to rendering arbitrary views of real-world 3D objects of complex shapes. We propose to represent an object by a sparse set of corresponding 2D views, and to construct any other view as a combination of these reference views. We show ...
The paper proposes virtual input devices based on collision detection for easy construction of interactive 3D graphics applications which use a motion capture system as a real time input device. Each virtual input device is composed from several collision ...
The author presents a user interaction methodology based on a six degree of freedom interactive input device called the Spaceball. This methodology is geared for computer graphics applications that require items to be positioned or displaced in three-dimen ...
Rendering and animating in real-time a multitude of articulated characters presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted to tackle the issue of real-time rendering of numerous virtual ...