Zobrazeno 1 - 10
of 23
pro vyhledávání: '"Jiří Žára"'
Publikováno v:
ICSOFT
Scopus-Elsevier
Scopus-Elsevier
This paper presents a review of various techniques for improving the performance of neural networks on segmentation task using 3D convolutions and voxel grids – we provide comparison of network with and without max pooling, weighting, masking out t
Publikováno v:
ACM Transactions on Graphics. 27:1-23
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a
Autor:
Ladislav Kavan, Jiří Žára
Publikováno v:
Computer Graphics Forum. 24:363-372
We present a new method of collision detection for models deformed by linear blend skinning. The linear blend skinning (also known as skeleton-subspace deformation, vertex-blending, or enveloping) is a popular method to animate believable organic mod
Publikováno v:
Journal of Graphics Tools. 2:15-23
An orthogonal BSP (binary space partitioning) tree is a commonly used spatial subdivision data structure for ray-tracing acceleration. While the construction of a BSP tree takes a relatively short time, the efficiency of a traversal algorithm signifi
Publikováno v:
SIGGRAPH Classes
Scopus-Elsevier
Eurographics Symposium on Rendering
Eurographics Symposium on Rendering, EUROGRAPHICS, Jun 2006, Nicosie, Cyprus
Scopus-Elsevier
Eurographics Symposium on Rendering
Eurographics Symposium on Rendering, EUROGRAPHICS, Jun 2006, Nicosie, Cyprus
Radiance and irradiance caching are efficient global illumination algorithms based on interpolating indirect illumination from a sparse set of cached values. In this paper we propose an adaptive algorithm for guiding spatial density of the cached val
Publikováno v:
SI3D
Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render large numbers of pre-computed image-based human rep
Publikováno v:
SI3D
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a
Publikováno v:
SI3D
Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or animal figures. In this paper,
Publikováno v:
GRAPHITE
Recently, two algorithms improving the real-time simulation of articulated models in virtual environments have been published: 1) fast collision detection for linear blend skinning and 2) spherical blend skinning. Both linear and spherical blending s
Publikováno v:
SIGGRAPH Sketches
We present a fast and simple approximation of spherical harmonic rotation which decreases the asymptotic complexity and achieves a speedup of four to six in practical applications. The rotation procedure's simplicity allows implementation in a pixel