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Displaying 1-50 out of 117 total
Manifold bootstrapping for SVBRDF capture
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Jiaping Wang, John Snyder, Moshe Ben-Ezra, Xin Tong, Yanxiang Lan, Yue Dong, Baining Guo, Jiaping Wang, John Snyder, Moshe Ben-Ezra, Xin Tong, Yanxiang Lan, Yue Dong, Baining Guo, Jiaping Wang, John Snyder, Moshe Ben-Ezra, Xin Tong, Yanxiang Lan, Yue Dong, Baining Guo, Jiaping Wang, John Snyder, Moshe Ben-Ezra, Xin Tong, Yanxiang Lan, Yue Dong
Issue Date:July 2010
pp. 1-10
Manifold bootstrapping is a new method for data-driven modeling of real-world, spatially-varying reflectance, based on the idea that reflectance over a given material sample forms a low-dimensional manifold. It provides a high-resolution result in both the...
     
Vector solid textures
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:July 2010
pp. 1-10
In this paper, we introduce a compact random-access vector representation for solid textures made of intermixed regions with relatively smooth internal color variations. It is feature-preserving and resolution-independent. In this representation, a texture...
     
Micropolygon ray tracing with defocus and motion blur
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li, Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li, Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li, Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li
Issue Date:July 2010
pp. 1-10
We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (bounding volume hierarchy) based on 4D hyper-trapezoids that project into 3D O...
     
Fabricating spatially-varying subsurface scattering
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Jiaping Wang, Xin Tong, Yue Dong
Issue Date:July 2010
pp. 1-10
Many real world surfaces exhibit translucent appearance due to subsurface scattering. Although various methods exists to measure, edit and render subsurface scattering effects, no solution exists for manufacturing physical objects with desired translucent ...
     
Interactive hair rendering under environment lighting
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren, Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren, Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren, Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren
Issue Date:July 2010
pp. 1-10
We present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the environment light...
     
Line space gathering for single scattering in large scenes
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Stephen Lin, Xin Sun, Baining Guo, Kun Zhou, Stephen Lin, Xin Sun, Baining Guo, Kun Zhou, Stephen Lin, Xin Sun, Baining Guo, Kun Zhou, Stephen Lin, Xin Sun
Issue Date:July 2010
pp. 1-10
We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting...
     
Example-based hair geometry synthesis
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:July 2009
pp. 1-2
We present an example-based approach to hair modeling because creating hairstyles either manually or through image-based acquisition is a costly and time-consuming process. We introduce a hierarchical hair synthesis framework that views a hairstyle both as...
     
Joint-aware manipulation of deformable models
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu, Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu, Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu, Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu
Issue Date:July 2009
pp. 1-2
Complex mesh models of man-made objects often consist of multiple components connected by various types of joints. We propose a joint-aware deformation framework that supports the direct manipulation of an arbitrary mix of rigid and deformable components. ...
     
Kernel Nyström method for light transport
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Jiaping Wang, Xin Tong, Yue Dong, Zhouchen Lin, Baining Guo, Jiaping Wang, Xin Tong, Yue Dong, Zhouchen Lin, Baining Guo, Jiaping Wang, Xin Tong, Yue Dong, Zhouchen Lin, Baining Guo, Jiaping Wang, Xin Tong, Yue Dong, Zhouchen Lin
Issue Date:July 2009
pp. 1-2
We propose a kernel Nyström method for reconstructing the light transport matrix from a relatively small number of acquired images. Our work is based on the generalized Nyström method for low rank matrices. We introduce the light transport kernel...
     
Light Field Morphing Using 2D Features
Found in: IEEE Transactions on Visualization and Computer Graphics
By Lifeng Wang, Stephen Lin, Seungyong Lee, Baining Guo, Heung-Yeung Shum
Issue Date:January 2005
pp. 25-34
We present a 2D feature-based technique for morphing 3D objects represented by light fields. Existing light field morphing methods require the user to specify corresponding 3D feature elements to guide morph computation. Since slight errors in 3D specifica...
 
Boundary-Aware Multidomain Subspace Deformation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Yin Yang, Weiwei Xu, Xiaohu Guo, Kun Zhou, Baining Guo
Issue Date:October 2013
pp. 1633-1645
In this paper, we propose a novel framework for multidomain subspace deformation using node-wise corotational elasticity. With the proper construction of subspaces based on the knowledge of the boundary deformation, we can use the Lagrange multiplier techn...
 
Let It Flow: A Static Method for Exploring Dynamic Graphs
Found in: 2014 IEEE Pacific Visualization Symposium (PacificVis)
By Weiwei Cui, Xiting Wang, Shixia Liu,Nathalie H. Riche,Tara M. Madhyastha, Kwan Liu Ma, Baining Guo
Issue Date:March 2014
pp. 121-128
Research into social network analysis has shown that graph metrics, such as degree and closeness, are often used to summarize structural changes in a dynamic graph. However there have been few visual analytics approaches that have been proposed to help ana...
 
TransCut: Interactive Rendering of Translucent Cutouts
Found in: IEEE Transactions on Visualization and Computer Graphics
By Dongping Li, Xin Sun, Zhong Ren,S. Lin, Yiying Tong, Baining Guo, Kun Zhou
Issue Date:March 2013
pp. 484-494
We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interio...
 
Exemplar-based human action pose correction and tagging
Found in: 2012 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)
By Wei Shen, Ke Deng, Xiang Bai,T. Leyvand, Baining Guo, Zhuowen Tu
Issue Date:June 2012
pp. 1784-1791
The launch of Xbox Kinect has built a very successful computer vision product and made a big impact to the gaming industry; this sheds lights onto a wide variety of potential applications related to action recognition. The accurate estimation of human pose...
 
Kinect Identity: Technology and Experience
Found in: Computer
By T Leyvand,C Meekhof, Yi-Chen Wei, Jian Sun, Baining Guo
Issue Date:April 2011
pp. 94-96
Kinect Identity, a key component of Microsoft's Kinect for the Xbox 360, combines multiple technologies and careful user interaction design to achieve the goal of recognizing and tracking player identity.
 
Data-Parallel Octrees for Surface Reconstruction
Found in: IEEE Transactions on Visualization and Computer Graphics
By Kun Zhou, Minmin Gong, Xin Huang, Baining Guo
Issue Date:May 2011
pp. 669-681
We present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit functi...
 
Radiance Transfer Biclustering for Real-Time All-Frequency Biscale Rendering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Xin Sun, Qiming Hou, Zhong Ren, Kun Zhou, Baining Guo
Issue Date:January 2011
pp. 64-73
We present a real-time algorithm to render all-frequency radiance transfer at both macroscale and mesoscale. At a mesoscale, the shading is computed on a per-pixel basis by integrating the product of the local incident radiance and a bidirectional texture ...
 
Keyframe Based Video Object Deformation
Found in: Cyberworlds, International Conference on
By Yanlin Weng, Weiwei Xu, Shichao Hu, Jun Zhang, Baining Guo
Issue Date:September 2008
pp. 142-149
This paper presents a novel deformation system for video objects. The system is designed to minimize the amount of user interaction, while providing flexible and precise user control. It has a keyframe-based user interface. The user only needs to manipulat...
 
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
Found in: Computer Graphics and Applications, Pacific Conference on
By Kun Zhou, Qiming Hou, Minmin Gong, John Snyder, Baining Guo, Heung-Yeung Shum
Issue Date:November 2007
pp. 116-125
We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects....
 
Filtering and Rendering of Resolution-Dependent Reflectance Models
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ping Tan, Stephen Lin, Long Quan, Baining Guo, Harry Shum
Issue Date:March 2008
pp. 412-425
The apparent reflectance of a surface depends upon the resolution at which it is imaged. Conventional reflectance models represent reflection at a single predetermined resolution; however, a low-resolution pixel that views a greater surface area often exhi...
 
Low Distortion Shell Map Generation
Found in: Virtual Reality Conference, IEEE
By Kai Ye, Kun Zhou, Zhigeng Pan, Yiying Tong, Baining Guo
Issue Date:March 2007
pp. 203-208
A shell map [7] is a bijective mapping between shell space (the space between a base surface and its offset) and texture space. It can be used to generate small-scale features on surfaces using a variety of modeling techniques. In this paper, we present an...
 
Decorating Surfaces with Bidirectional Texture Functions
Found in: IEEE Transactions on Visualization and Computer Graphics
By Kun Zhou, Peng Du, Lifeng Wang, Yasuyuki Matsushita, Jiaoying Shi, Baining Guo, Heung-Yeung Shum
Issue Date:September 2005
pp. 519-528
We present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target surface from a given BTF sample. Then, we let the user intera...
 
Preface
Found in: Computer Graphics International Conference
By Baining Guo, N. Magnenat-Thalmann, A. Kaufman
Issue Date:June 2005
pp. vi-vi
No summary available.
   
Real Time Environment Map Interpolation
Found in: Image and Graphics, International Conference on
By Wenle Wang, Lifeng Wang, Stephen Lin, Jianmin Wang, Baining Guo
Issue Date:December 2004
pp. 382-389
Environment mapping, or reflection mapping, has been widely used in the game and movie industries to give objects a realistic illumination atmosphere. For moving objects, direct frame-by-frame calculation of environment maps and correspondence-based interp...
 
Perceptually Based Approach for Planar Shape Morphing
Found in: Computer Graphics and Applications, Pacific Conference on
By Ligang Liu, Guopu Wang, Bo Zhang, Baining Guo, Heung-Yeung Shum
Issue Date:October 2004
pp. 111-120
This paper presents a novel approach for establishing vertex correspondences between two planar shapes. Correspondences are established between the perceptual feature points extracted from both source and target shapes. A similarity metric between two feat...
 
Synthesis and Rendering of Bidirectional Texture Functions on Arbitrary Surfaces
Found in: IEEE Transactions on Visualization and Computer Graphics
By Xinguo Liu, Yaohua Hu, Jingdan Zhang, Xin Tong, Baining Guo, Heung-Yeung Shum
Issue Date:May 2004
pp. 278-289
<p><b>Abstract</b>—The bidirectional texture function (BTF) is a 6D function that describes the appearance of a real-world surface as a function of lighting and viewing directions. The BTF can model the fine-scale shadows, occlusions, and...
 
Feature-Based Surface Light Field Morphing
Found in: Computer Graphics and Applications, Pacific Conference on
By Eunhee Jeong, Mincheol Yoon, Yunjin Lee, Minsu Ahn, Seungyong Lee, Baining Guo
Issue Date:October 2003
pp. 215
A surface light field is a function that gives the colors of each object point viewed from different directions. Object representation with a surface light field provides a nice structure for 3D photography. This paper presents a feature-based morphing tec...
 
Realistic Rendering of Surface Appearance Using GPU
Found in: Computer Graphics and Applications, Pacific Conference on
By Baining Guo
Issue Date:October 2003
pp. 3
No summary available.
   
Interactive Modeling of Tree Bark
Found in: Computer Graphics and Applications, Pacific Conference on
By Xi Wang, Lifeng Wang, Ligang Liu, Shimin Hu, Baining Guo
Issue Date:October 2003
pp. 83
There exist many computer graphics techniques which could achieve high quality tree generation. However, only a few works focus on realistic modeling of tree bark. Difficulties lie in the complex appearance of the bark surfaces which are largely determined...
 
Realistic Rendering and Animation of Knitwear
Found in: IEEE Transactions on Visualization and Computer Graphics
By Yanyun Chen, Stephen Lin, Hua Zhong, Ying-Qing Xu, Baining Guo, Heung-Yeung Shum
Issue Date:January 2003
pp. 43-55
<p><b>Abstract</b>—We present a framework for knitwear modeling and rendering that accounts for characteristics that are particular to knitted fabrics. We first describe a model for animation that considers knitwear features and their eff...
 
Emerging Web Graphics Standards and Technologies
Found in: IEEE Computer Graphics and Applications
By Rynson W. H. Lau, Frederick Li, Tosiyasu L. Kunii, Baining Guo, Bo Zhang, Nadia Magnenat-Thalmann, Sumedha Kshirsagar, Daniel Thalmann, Mario Gutierrez
Issue Date:January 2003
pp. 66-75
<p>This article investigates existing work on some of the important areas of Web graphics. First, the authors look at the current status and future trends of Web graphics standards. Second, they review current work on the development of systems to su...
 
Texture Mapping with a Jacobian-Based Spatially-Variant Filter
Found in: Computer Graphics and Applications, Pacific Conference on
By Ke Deng, Jingdan Zhang, Lifeng Wang, Baining Guo
Issue Date:October 2002
pp. 460
In this paper, we describe a new method to map a texture on a surface with a spatially-variant filter. Our filter takes into consideration the effects of anisotropy using a Jacobian approximation while computing the sampling rate, and the interpolation wei...
   
3D Image Interpolation Based on Directional Coherence
Found in: Mathematical Methods in Biomedical Image Analysis, IEEE Workshop on
By Yongmei Wang, Zhunping Zhang, Baining Guo
Issue Date:December 2001
pp. 195
<p>Image interpolation is of great importance in biomedical visualization and analysis. In this paper, we present a novel gray-level interpolation method called Directional Coherence Interpolation (DCI). The principle advantage of the proposed approa...
 
Feature-oriented Rate Shaping of Pre-compressed Image/Video
Found in: Image Processing, International Conference on
By Wenjun Zeng, Bede Liu, Baining Guo
Issue Date:October 1997
pp. 772
Rate shaping plays an important role in transmitting compressed video on a network with dynamic bandwidth. In this paper, we present a scheme for rate shaping JPEG/MPEG-precompressed image/video with feature analysis in scale space. The proposed scheme dra...
 
A Multiscale Model for Structure-Based Volume Rendering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Baining Guo
Issue Date:December 1995
pp. 291-301
<p><it>Abstract</it>—A scalar volume <it>V</it>={(x, <it>f</it>(x)) | x ∈<it>R</it>}; is described by a function <it>f</it>(x) defined over some region <it>R</it> of the 3D space...
 
Interval Set: A Volume Rendering Technique Generalizing Isosurface Extraction
Found in: Visualization Conference, IEEE
By Baining Guo
Issue Date:November 1995
pp. 3
A scalar volume V = { (x, f(x)) | x in R } is described by a function f(x) defined over some region R of the three-dimensional space. This paper presents a simple technique for rendering interval sets of the form I(a, b) = { (x, f(x)) | a <= g(x) <= ...
 
Multiscale vector volumes
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:December 2011
pp. 1-15
We introduce multiscale vector volumes, a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled ...
     
AppGen: interactive material modeling from a single image
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong, Baining Guo, Fabio Pellacini, Xin Tong, Yue Dong
Issue Date:December 2011
pp. 1-15
We present AppGen, an interactive system for modeling materials from a single image. Given a texture image of a nearly planar surface lit with directional lighting, our system models the detailed spatially-varying reflectance properties (diffuse, specular ...
     
RenderAnts: interactive Reyes rendering on GPUs
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Minmin Gong, Qiming Hou, Xin Sun, Zhong Ren, Baining Guo, Kun Zhou, Minmin Gong, Qiming Hou, Xin Sun, Zhong Ren
Issue Date:December 2009
pp. 1-2
We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bound...
     
Debugging GPU stream programs through automatic dataflow recording and visualization
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Qiming Hou, Baining Guo, Kun Zhou, Qiming Hou
Issue Date:December 2009
pp. 1-2
We present a novel framework for debugging GPU stream programs through automatic dataflow recording and visualization. Our debugging system can help programmers locate errors that are common in general purpose stream programs but very difficult to debug wi...
     
All-frequency rendering of dynamic, spatially-varying reflectance
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Jiaping Wang, John Snyder, Minmin Gong, Peiran Ren, Baining Guo, Jiaping Wang, John Snyder, Minmin Gong, Peiran Ren
Issue Date:December 2009
pp. 1-2
We describe a technique for real-time rendering of dynamic, spatially-varying BRDFs in static scenes with all-frequency shadows from environmental and point lights. The 6D SVBRDF is represented with a general microfacet model and spherical lobes fit to its...
     
Motion field texture synthesis
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Chongyang Ma, Kun Zhou, Li-Yi Wei, Baining Guo, Chongyang Ma, Kun Zhou, Li-Yi Wei
Issue Date:December 2009
pp. 1-2
A variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationall...
     
Fast Neighborhood Graph Search Using Cartesian Concatenation
Found in: 2013 IEEE International Conference on Computer Vision (ICCV)
By Jing Wang,Jingdong Wang,Gang Zeng,Rui Gan,Shipeng Li,Baining Guo
Issue Date:December 2013
pp. 2128-2135
In this paper, we propose a new data structure for approximate nearest neighbor search. This structure augments the neighborhood graph with a bridge graph. We propose to exploit Cartesian concatenation to produce a large set of vectors, called bridge vecto...
 
Line segment sampling with blue-noise properties
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Guofu Xie, Jie Guo, Jingui Pan, Kun Zhou, Wencheng Wang, Xin Sun
Issue Date:July 2013
pp. 1-14
Line segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples with goo...
     
Simulation and control of skeleton-driven soft body characters
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, KangKang Yin, Bin Wang, Libin Liu
Issue Date:November 2013
pp. 1-8
In this paper we present a physics-based framework for simulation and control of human-like skeleton-driven soft body characters. We couple the skeleton dynamics and the soft body dynamics to enable two-way interactions between the skeleton, the skin geome...
     
Global illumination with radiance regression functions
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Jiaping Wang, Minmin Gong, Peiran Ren, Stephen Lin, Xin Tong
Issue Date:July 2013
pp. 1-12
We present radiance regression functions for fast rendering of global illumination in scenes with dynamic local light sources. A radiance regression function (RRF) represents a non-linear mapping from local and contextual attributes of surface points, such...
     
Interpreting concept sketches
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Niloy J. Mitra, Tianjia Shao, Weiwei Xu, Wilmot Li
Issue Date:July 2013
pp. 1-10
Concept sketches are popularly used by designers to convey pose and function of products. Understanding such sketches, however, requires special skills to form a mental 3D representation of the product geometry by linking parts across the different sketche...
     
Computing self-supporting surfaces by regular triangulation
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Hao Pan, John Snyder, Wenping Wang, Yang Liu
Issue Date:July 2013
pp. 1-10
Masonry structures must be compressively self-supporting; designing such surfaces forms an important topic in architecture as well as a challenging problem in geometric modeling. Under certain conditions, a surjective mapping exists between a power diagram...
     
All-hex meshing using singularity-restricted field
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Weiwei Xu, Wenping Wang, Yang Liu, Yufei Li
Issue Date:November 2012
pp. 1-11
Decomposing a volume into high-quality hexahedral cells is a challenging task in geometric modeling and computational geometry. Inspired by the use of cross field in quad meshing and the CubeCover approach in hex meshing, we present a complete all-hex mesh...
     
Terrain runner: control, parameterization, composition, and planning for highly dynamic motions
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, KangKang Yin, Libin Liu, Michiel van de Panne
Issue Date:November 2012
pp. 1-10
In this paper we learn the skills required by real-time physics-based avatars to perform parkour-style fast terrain crossing using a mix of running, jumping, speed-vaulting, and drop-rolling. We begin with a single motion capture example of each skill and ...
     
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