Results 291 to 300 of about 38,901 (314)
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Deformation Transfer for Triangle Meshes

ACM Transactions on Graphics, 2004
Deformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh. Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have identical connectivity.
Robert W. Sumner, Jovan Popović
openaire   +2 more sources

Measuring errors for massive triangle meshes [PDF]

open access: possible2010 IEEE International Workshop on Multimedia Signal Processing, 2010
Our proposal is a method for computing the distance between two surfaces modeled by massive triangle meshes which can not be both loaded entirely in memory. The method consists in loading at each step a small part of the two meshes and computing the symmetrical distance for these areas. These areas are chosen in such a way as the orthogonal projection,
Meftah, Anis   +3 more
openaire   +2 more sources

Model Transduction for Triangle Meshes

Journal of Computer Science and Technology, 2010
This paper proposes a novel method, called model transduction, to directly transfer pose between different meshes, without the need of building the skeleton configurations for meshes. Different from previous retargetting methods, such as deformation transfer, model transduction does not require a reference source mesh to obtain the source deformation ...
Huai-Yu Wu   +3 more
openaire   +2 more sources

Local subdivision on triangle mesh

2012 International Conference on Audio, Language and Image Processing, 2012
Subdivision has been a very popular technology in graphics at home and abroad. It can be splited into global subdivision and local subdivision, and the methods to subdivide are various including butterfly, modified-butterfly, loop, linear, Catmull-Clark, Doo-Sabin and so on.
Yangyang Jia   +4 more
openaire   +2 more sources

Curvature in Triangle Meshes

2012
In many cases notions from differential geometry can be usefully extended to piecewise planar surfaces, and this chapter covers curvature measures on triangle meshes. A frequently used principle is to obtain a smooth surface approximation and to estimate the curvature from this approximation.
Henrik Aanæs   +3 more
openaire   +2 more sources

Snakes on Triangle Meshes

2005
In this work we introduce a new method for representing and evolving snakes that are constrained to lie on a prescribed surface (triangle mesh). The new representation allows to automatically adapt the snake resolution to the surface tesselation and does not need any (unstable) back-projection operations.
Stephan Bischoff   +2 more
openaire   +1 more source

Compressing Multiresolution Triangle Meshes

2001
In this paper, we consider triangle-based two-dimensional multiresolution complexes, called Multi-Triangulations (MTs), constructed based on a vertex-removal simplification strategy, which is the most common strategy used to build simplified representations of surfaces, e.g., terrains.
DANOVARO, EMANUELE   +3 more
openaire   +3 more sources

Texture growing on triangle mesh

ISSCS 2011 - International Symposium on Signals, Circuits and Systems, 2011
Computer graphics applications often use textures to decorate virtual objects without modeling geometric details. These textures can be seamlessly generated from sample textures using texture synthesis algorithms. However, most existing texture synthesis algorithms are designed for rectangular domains and cannot be easily extended to general surfaces ...
Paul Bao, Xiaoho Ma
openaire   +2 more sources

Incremental subdivision for triangle meshes

International Journal of Computational Science and Engineering, 2007
We introduce incremental subdivision as a new adaptive subdivision method for triangle meshes. While regular (global) subdivisions produce a smooth surface from a given polygon mesh by refining all of its faces, adaptive subdivision produces a surface by refining only some selected areas of the mesh.
Faramarz Samavati, Hamid-Reza Pakdel
openaire   +2 more sources

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