Publications (5)0 Total impact
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Article: Neural Meshes: Statistical Learning based on Normals
11th Pacific Conference on Computer Graphics and Applications (PG-03), IEEE, 404-408 (2003). -
Article: Combining Topological Simplification and Topology Preserving Compression for 2D Vector Fields
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ABSTRACT: Topological simplification techniques and topology preserving compression approaches for 2D vector fields have been developed quite independently of each other. In this paper we propose a combination of both approaches: a vector field should be compressed in such a way that its important topological features (both critical points and separatrices) are preserved while its unimportant features are allowed to collapse and disappear. To do so, a number of new solutions and modifications of pre-existing algorithms are presented. We apply the approach to a flow data set which, is both large and topologically complex, and achieve significant compression ratios there.11th Pacific Conference on Computer Graphics and Applications (PG-03), IEEE, 419-423 (2003). -
Article: Interactive Visualization of Complex Real-World Light Sources
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ABSTRACT: Interactive visualization of complex, real-world light sources has so far not been feasible. In this paper, we present an hardware accelerated direct lighting algorithm based on a recent high quality light source acquisition technique. By introducing an approximate reconstruction of the exact model, a multi-pass rendering approach, and a compact data representation, we are able to achieve interactive frame rates. The method is part of the processing pipeline from light source acquisition to high quality lighting of a virtual world.11th Pacific Conference on Computer Graphics and Applications (PG-03), IEEE, 59-66 (2003). -
Article: Enhancing Silhouette-based Human Motion Capture with 3D Motion Fields
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ABSTRACT: High-quality non-intrusive human motion capture is necessary for acquistion of model-based free-viewpoint video of human actors. Silhouette-based approaches have demonstrated that they are able to accurately recover a large range of human motion from multi-view video. However, they fail to make use of all available information, specifically that of texture information. This paper presents an algorithm that uses motion fields constructed from optical flow in multi-view video sequences. The use of motion fields augments the silhoutte-based method by incorporating texture-information into the tracking process. The algorithm is a key-component in a larger free-viewpoint video system of human actors. Our results demonstrate that our method accurately estimates pose parameters and allows for realistic texture generation in 3D video sequences.11th Pacific Conference on Computer Graphics and Applications (PG-03), IEEE, 185-193 (2003). -
Article: Efficient Rendering of Local Subsurface Scattering
11th Pacific Conference on Computer Graphics and Applications (PG-03), IEEE, 51-58 (2003).