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  1. Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia (GRAPHITE '06)
  2. Camera textures
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Selective rendering: computing only what you see
Efficient human motion retrieval in large databases
Automatic expressive deformations for stylizing motion
Individualized reaction movements for virtual humans
Efficient physically-based simulation of non-linear media
Oriented convex polyhedra for collision detection in 3D computer animation
Simple dynamic LOD for geometry images
Applying memory techniques in designing a multimedia application for learning multiplication tables
Directional enhancement in texture-based vector field visualization
An interface for virtual 3D sculpting via physical proxy
Game enhanced music manuscript
Real-time shell space rendering of volumetric geometry
A reflectance model for diffuse fluorescent surfaces
Inverse tone mapping
A mass-spring model for surface mesh deformation based on shape matching
Modeling expressive wrinkle on human face
Refinement criteria for high fidelity interactive walkthroughs
Real-time animation of ancient Roman sites
Grid-based computer animation rendering
Validating retargeted and interpolated locomotions by dynamics-based analysis
Implicit curve oriented inbetweening for motion animation
Efficient animation of water flow on irregular terrains
A global hierarchical Z space algorithm for cluster parallel graphics architectures
GPU-based rendering of sparse low-degree implicit surfaces
Kelembai walk: encouraging cooperative interaction via design
An accelerating splatting algorithm based on multi-texture mapping for volume rendering
A study on a geometry transformation method for a geometry and scene modeler by a verbal interface
A new mixed spatial domain watermarking of three dimensional triangle mesh
Two-stage compression for fast volume rendering of time-varying scalar data
Rendering compact discs and other diffractive surfaces illuminated by linear light sources
Human visual perception of region warping distortions with different display and scene characteristics
Laplacian mesh optimization
Wall grammar for building generation
Voronoi diagram depth sorting for polygon visibility ordering
Impostors and pseudo-instancing for GPU crowd rendering
Learned deformable skeletons for motion capture based animation
3D character animation synthesis from 2D sketches
Interactive landscape visualization using GPU ray casting
Efficient collision detection for spherical blend skinning
Real-time deformation using modal analysis on graphics hardware
It's a bright summer morning!: providing depth to plays using 3D graphics
Visualizing Hurricane Katrina: large data management, rendering and display challenges
Interactive 3D pointing device using mirror reflections
Efficient point correspondence matching using motion vector for a self-calibrated augmented reality application of a single camera
Multi-view point splatting
The photon pipeline
Tracking and video surveillance activity analysis
A simple and stable feature-preserving smoothing method for contours-based reconstructed meshes
Extending cubic Bézier curve based on geometric continuity
Segment-based tetrahedral meshing and rendering
Visual expressiveness in educative architectural animations
Methodologies for immersive robot programming in an augmented reality environment
Face feature extraction using Bayesian network
Camera textures
Densely sampled light probe sequences for spatially variant image based lighting
Polygonization of multi-component non-manifold implicit surfaces through a symbolic-numerical continuation algorithm
Representation of basket constructs using braid theory
Towards a flexible back-end for scenegraph-based rendering systems
3D distance transform adaptive filtering for smoothing and denoising triangle meshes
Adaptive sampling based on fuzzy inference
Connectivity compression for non-triangular meshes by context-based arithmetic coding

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Camera textures

Content Provider ACM Digital Library
Author Spindler, Martin Strothotte, Thomas Bubke, Marco Germer, Tobias
Abstract In this paper we introduce a novel real-time rendering technique for camera deformations that can be applied to lens distortions and non-realistic projections. Our technique is based on vertex shader textures and presents a hybrid approach working in both, image and object space. As the primal deformation is achieved by a vertex deformation in object space, our technique does not exhibit any artefacts known from pixel-based scaling techniques.Additionally, we present a novel approach for an automatic lens-object tracking that assists the user in manipulating and interacting 3D objects within the scene. Here, we developed a GPU-based technique for fast bounding box determination that is defined by a set of arbitrary vertices. We also discuss different techniques allowing the user to accurately select these vertices in a nonlinearly distorted environment.
Starting Page 295
Ending Page 302
Page Count 8
File Format PDF
ISBN 1595935649
DOI 10.1145/1174429.1174480
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2006-11-29
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Non-realistic projections Mesh distortion
Content Type Text
Resource Type Article
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