Splines and wavelets for image warping and projection
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We present a new statistical model for characterizing texture images based on wavelet-domain hidden Markov models. With a small number of parameters, the new model captures both the subband marginal distributions and the dependencies across scales and orie ...
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 ...
We propose an algorithm for aligning a preoperative computed tomography (CT) volume and intraoperative C-arm images, with applications in computer-assisted spinal surgery. Our three-dimensional (3D)/two-dimensional (2D) registration algorithm is based on s ...
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 ...
This article describes a method for modeling the propagation of cracks on any 3D surface. This method allows almost any type of cracks on any type of triangulated 3D object. Our model’s main advantage is that it proposes a semi-physical solution, making it ...
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 ...
We define texture mapping as an optimization problem for which the goal of preserving the maximum amount of information in the mapped texture. We derive a solution that is optimal in the least-squares sense and that corresponds to the pseudo-inverse of a ...
We define texture mapping as an optimization problem for which the goal of preserving the maximum amount of information in the mapped texture. We derive a solution that is optimal in the least-squares sense and that corresponds to the pseudo-inverse of a r ...
This paper describes the generation and rendering of three-dimensional (3D) surface cellular automata (CA). Our model’s main advantage is that it gives direct texturing simulation based on the actual shape of anytriangulated input object. We first introduc ...
This paper describes a method for modeling the natural peeling phenomenon over any 3D surface. Using crack input data—precomputed with a semi-physical solution—this method allows simulating peeling on any type of triangulated 3D object. Our model’s main ad ...