Zobrazeno 1 - 10
of 29
pro vyhledávání: '"Jean-Marc Thiery"'
Publikováno v:
ACM Transactions on Graphics. 41:1-12
We present MIPNet, a novel approach for SVBRDF mipmapping which preserves material appearance under varying view distances and lighting conditions. As in classical mipmapping, our method explicitly encodes the multiscale appearance of materials in a
Publikováno v:
ACM Transactions on Graphics. 41:1-10
We present a simple, fast, and smooth scheme to approximate Algebraic Point Set Surfaces using non-compact kernels, which is particularly suited for filtering and reconstructing point sets presenting large missing parts. Our key idea is to consider a
Autor:
Jean-Marc Thiery, Tamy Boubekeur
Publikováno v:
SIGGRAPH Asia 2022 Conference Papers.
Autor:
Jean-Marc Thiery, Tamy Boubekeur, Fabrizio Corda, Riccardo Scateni, Marco Livesu, Enrico Puppo
Publikováno v:
Computer Graphics Forum
Computer Graphics Forum, Wiley, 2020, ⟨10.1111/cgf.13900⟩
Computer graphics forum
39 (2020): 19–32. doi:10.1111/cgf.13900
info:cnr-pdr/source/autori:F. Corda, J-M. Thiery, M. Livesu, E. Puppo, T. Boubekeur and R. Scateni/titolo:Real-Time Deformation with Coupled Cages and Skeletons/doi:10.1111%2Fcgf.13900/rivista:Computer graphics forum (Print)/anno:2020/pagina_da:19/pagina_a:32/intervallo_pagine:19–32/volume:39
Computer Graphics Forum, Wiley, 2020, ⟨10.1111/cgf.13900⟩
Computer graphics forum
39 (2020): 19–32. doi:10.1111/cgf.13900
info:cnr-pdr/source/autori:F. Corda, J-M. Thiery, M. Livesu, E. Puppo, T. Boubekeur and R. Scateni/titolo:Real-Time Deformation with Coupled Cages and Skeletons/doi:10.1111%2Fcgf.13900/rivista:Computer graphics forum (Print)/anno:2020/pagina_da:19/pagina_a:32/intervallo_pagine:19–32/volume:39
International audience; Skeleton-based and cage-based deformation techniques represent the two most popular approaches to control real-time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their compleme
Publikováno v:
Computer Graphics Forum. 38:663-677
Publikováno v:
Computer Graphics Forum
Computer Graphics Forum, Wiley, 2021, Proceedings of the EUROGRAPHICS Symposium on Geometry Processing 2021, 40 (5), pp.143-156. ⟨10.1111/cgf.14363⟩
Computer Graphics Forum, 2021, Proceedings of the EUROGRAPHICS Symposium on Geometry Processing 2021, 40 (5), pp.143-156. ⟨10.1111/cgf.14363⟩
Computer Graphics Forum, Wiley, 2021, Proceedings of the EUROGRAPHICS Symposium on Geometry Processing 2021, 40 (5), pp.143-156. ⟨10.1111/cgf.14363⟩
Computer Graphics Forum, 2021, Proceedings of the EUROGRAPHICS Symposium on Geometry Processing 2021, 40 (5), pp.143-156. ⟨10.1111/cgf.14363⟩
International audience; Many global implicit surface reconstruction algorithms formulate the problem as a volumetric energy minimization, trading data fitting for geometric regularization. As a result, the output surfaces may be located arbitrarily f
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::ba807f4b0a26dc04bd8536b108a66f73
https://hal.inria.fr/hal-03276748
https://hal.inria.fr/hal-03276748
Autor:
Jean-Marc Thiery, Elmar Eisemann
Publikováno v:
Computer Graphics Forum. 37:32-44
We present a fast, robust and high-quality technique to skin a mesh with reference to a skeleton. We consider the space of possible skeleton deformations (based on skeletal constraints, or skeletal animations), and compute skinning weights based on a
Publikováno v:
IEEE Transactions on Image Processing. 26:1089-1101
We propose a novel framework for photometric stereo (PS) under low-light conditions using uncalibrated near-light illumination. It operates on free-form video sequences captured with a minimalistic and affordable setup. We address issues such as albe
Publikováno v:
Computer Graphics Forum; Aug2021, Vol. 40 Issue 5, p143-156, 14p, 11 Color Photographs, 5 Diagrams, 1 Chart, 1 Graph
Publikováno v:
ACM Transactions on Graphics. 35:1-13
Performance capture systems are used to acquire high-quality animated 3D surfaces, usually in form of a dense 3D triangle mesh. Extracting a more compact yet faithful representation is often desirable, but existing solutions for animated sequences ar