Zobrazeno 1 - 10
of 12
pro vyhledávání: '"Roger Blanco i Ribera"'
Publikováno v:
Computer Graphics Forum. 40:45-55
Autor:
Mi You, Kyungmin Cho, Roger Blanco i Ribera, Jaewon Song, Byungkuk Choi, Junyong Noh, J. P. Lewis
Publikováno v:
Computer Graphics Forum. 36:85-94
We propose a novel motion retargeting method that efficiently estimates artist-friendly rig space parameters. Inspired by the workflow typically observed in keyframe animation, our approach transfe...
Autor:
Junyong Noh, Haegwang Eom, Yeongho Seol, John P. Lewis, Seok-Pyo Hong, Sunjin Jung, Byungkuk Choi, Roger Blanco i Ribera
Publikováno v:
ACM Transactions on Graphics. 35:1-12
We present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3 D poses. We introduce the concept
While facial capturing focuses on accurate reconstruction of an actor's performance, facial animation retargeting has the goal to transfer the animation to another character, such that the semantic meaning of the animation remains. Because of the pop
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::860c362236e417e464483949d7826a54
https://doi.org/10.1145/3072959.3073674
https://doi.org/10.1145/3072959.3073674
Publikováno v:
Computer Graphics Forum. 31:2213-2222
Accurate depth estimation is a challenging, yet essential step in the conversion of a 2D image sequence to a 3D stereo sequence. We present a novel approach to construct a temporally coherent depth map for each image in a sequence. The quality of the
Publikováno v:
Computer Animation and Virtual Worlds. 22:317-323
The reconstruction of 3D terrain geometry from images is essential for compositing CG objects into a live-action background or for 2D to 3D conversion of terrain scenes. We present a novel mesh refinement algorithm for the creation of stereoscopic im
Autor:
Junyong Noh, Meekyoung Kim, Seungbae Bang, Sung-Hee Lee, Roger Blanco i Ribera, Byungkuk Choi
Publikováno v:
ACM SIGGRAPH 2015 Posters.
Skeleton-driven animation is a widespread technique, which is frequently used in film and video game productions to animate 3D characters. The process of preparing characters for skeletal animation is referred to as character rigging. Commercial appl
Publikováno v:
International Journal of Virtual Reality
International Journal of Virtual Reality, IPI Press, 2015, 10 (1), pp.21-27
International Journal of Virtual Reality, IPI Press, 2015, 10 (1), pp.21-27
International audience; The vortical motion of fluid in various scales is one of the most important elements in capturing the vivid realism of turbulent water. However, it is still challenging to resolve mul-ti-level vorticity effectively. This paper
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::443ce34e376736eca83d129d0b407ffe
https://hal.archives-ouvertes.fr/hal-01530522
https://hal.archives-ouvertes.fr/hal-01530522
Publikováno v:
IC3D
In this paper, a depth and texture imaging method using time-varying color structured lights is introduced. Three structured patterns are periodically projected on a scene and captured with our system to produce depth and texture images simultaneousl
Publikováno v:
SIGGRAPH Posters
This paper introduces the new concept of virtual face sculpting. Given the images of a human face and a statue face (cf Fig 1-a and b), the goal of this application is to sculpt a virtual statue (cf Fig 1-c) as if the human face was sculpted on the s