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Using silhouettes in uncontrolled environments typically requires handling occlusions as well as changing or cluttered backgrounds, which limits the applicability of most silhouette based methods. For the purpose of 3--D shape modeling, we show that repres ...
Deformable 3--D models are used extensively in Computer Graphics and Computer Vision for Visualization, Animation and Modeling. They can be represented either as traditional explicit surfaces, such as triangulated meshes, or as implicit surfaces. Explicit ...
We present a real-time method for detecting deformable surfaces, with no need whatsoever for a priori pose knowledge. Our method starts from a set of wide baseline point matches between an undeformed image of the object and the image in which it is to be d ...
This course is designed to cover the entire geometry processing pipeline based on triangle meshes. We will present the latest concepts for mesh generation and mesh repair, for geometry and topology optimizations like mesh smoothing, decimation, and remeshi ...
Deformable 3--D models are used extensively in Computer Graphics and Computer Vision for Visualization, Animation and Modeling. They can be represented either as traditional explicit surfaces, such as triangulated meshes, or as implicit surfaces. Explicit ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for deforming point-sampled surfaces. By exploiting spatial and temporal coherence of the deformation during the animation, we are able to improve rendering pe ...
We present a non-rigid registration technique that achieves spatial, photometric, and visibility accuracy. It lets us photo-realistically augment 3D deformable surfaces under complex illumination conditions and in spite of severe occlusions. There are many ...
This thesis proposes novel ways both to represent the static surfaces, and to parameterize their deformations. This can be used both by automated algorithms for efficient 3–D shape reconstruction, and by graphics designers for editing and animation. Deform ...
In this paper an objective metric to measure the perceptual quality of watermarked 3D meshes is presented. The metric relies on a multiscale measurement of the roughness of 3D meshes before and after the watermark insertion. The validity of the proposed me ...
This paper advocates an implicit-surface representation of generic 3--D surfaces to take advantage of occluding edges in a very robust way. This lets us exploit silhouette constraints in uncontrolled environments that may involve occlusions and changing or ...