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Displaying 1-5 out of 5 total
Geodesic Distance-Based Realistic Facial Animation Using RBF Interpolation
Computing in Science & Engineering
By Xianmei Wan,Shengjun Liu,Jim X. Chen,Xiaogang Jin
Issue Date:September 2012
A geodesic distance-based approach synthesizes natural facial animations using radial basis function (RBF) interpolation. The approach consists of two parts: the geodesic distance calculation and the geodesic distance-based RBF interpolation. The method wo...
Water Wave Animation on Mesh Surfaces
Computing in Science and Engineering
By Shengjun Liu, Xiaogang Jin, Charlie C. L. Wang, Jim X. Chen
Issue Date:September 2006
This article proposes a practical approach for simulating the phenomenon of water waves on 3D mesh surfaces. First of all, the geodesic distance map, which will govern the movement of water waves in the simulation, is computed on a given mesh surface. Base...
High Quality Triangulation of Implicit Surfaces
Computer Aided Design and Computer Graphics, International Conference on
By Shengjun Liu, Xuehui Yin, Xiaogang Jin, Jieqing Feng
Issue Date:December 2005
We present a new high quality tessellation method for implicit surfaces in this paper. The approach can handle arbitrary implicit functions and dynamic implicit surfaces based on skeletal primitives. We first samples the implicit surface uniformly using pa...
Iterative Consolidation of Unorganized Point Clouds
IEEE Computer Graphics and Applications
By Shengjun Liu, Kwan-Chung Chan,C. C. L. Wang
Issue Date:May 2012
Unorganized point clouds obtained from 3D shape acquisition devices usually present noise, outliers, and nonuniformities. The proposed framework consolidates unorganized points through an iterative procedure of interlaced downsampling and upsampling. Selec...
Ellipsoid-tree construction for solid objects
Found in: Proceedings of the 2007 ACM symposium on Solid and physical modeling (SPM '07)
By Charlie C. L. Wang, Hanli Zhao, Kin-Chuen Hui, Shengjun Liu, Xiaogang Jin
Issue Date:June 2007
As ellipsoids have been employed in the collision handling of many applications in physical simulation and robotics systems, we present a novel algorithm for generating a bounding volume hierarchy (BVH) from a given model with ellipsoids as primitives. Our...
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