State-of-the-Art in GPU-Based Large-Scale Volume Visualization

This survey gives an overview of the current state of the art in GPU techniques for interactive large-scale volume visualization. Modern techniques in this field have brought about a sea change in... Read more »

Convolution Filtering of Continuous Signed Distance Fields for Polygonal Meshes

Signed distance fields obtained from polygonal meshes are commonly used in various applications. However, they can have C1 discontinuities causing creases to appear when applying operations such as blending or metamorphosis. The... Read more »

Terrain Modelling from Feature Primitives

We introduce a compact hierarchical procedural model that combines feature-based primitives to describe complex terrains with varying level of detail. Our model is inspired by skeletal implicit surfaces and defines the terrain... Read more »

A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception

A person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ‘The face is the portrait of the mind; the eyes, its informers’. This... Read more »

Emotion Analysis and Classification: Understanding the Performers’ Emotions Using the LMA Entities

The increasing availability of large motion databases, in addition to advancements in motion synthesis, has made motion indexing and classification essential for better motion composition. However, in order to achieve good connectivity... Read more »

AppFusion: Interactive Appearance Acquisition Using a Kinect Sensor

We present an interactive material acquisition system for average users to capture the spatially varying appearance of daily objects. While an object is being scanned, our system estimates its appearance on-the-fly and... Read more »

Fast Rendering of Image Mosaics and ASCII Art

An image mosaic is an assembly of a large number of small images, usually called tiles, taken from a specific dictionary/codebook. When viewed as a whole, the appearance of a single large... Read more »

A Survey of Physically Based Simulation of Cuts in Deformable Bodies

Virtual cutting of deformable bodies has been an important and active research topic in physically based modelling and simulation for more than a decade. A particular challenge in virtual cutting is the... Read more »

Position-Based Skinning for Soft Articulated Characters

In this paper, we introduce a two-layered approach addressing the problem of creating believable mesh-based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach,... Read more »

Structure-Aware Mesh Decimation

We present a novel approach for the decimation of triangle surface meshes. Our algorithm takes as input a triangle surface mesh and a set of planar proxies detected in a pre-processing analysis... Read more »