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We present a vision-based performance interface for controlling animated human characters. The system interactively combines information about the user's motion contained in silhouettes from three viewpoints with domain knowledge contained in a motion capture database to produce an animation of high quality. Such an interactive system might be useful for(More)
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders watertight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics(More)
This paper presents a novel system to estimate body pose configuration from a single depth map. It combines both pose detection and pose refinement. The input depth map is matched with a set of pre-captured motion exemplars to generate a body configuration estimation, as well as semantic labeling of the input point cloud. The initial estimation is then(More)
In this paper, we investigate whether it is possible to develop a measure that quantifies the naturalness of human motion (as defined by a large database). Such a measure might prove useful in verifying that a motion editing operation had not destroyed the naturalness of a motion capture clip or that a synthetic motion transition was within the space of(More)
We present a hardware-accelerated adaptive EWA (elliptical weighted average) volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image quality without aliasing artifacts or excessive blurring. We introduce a novel adaptive filtering scheme to reduce the computational cost of EWA(More)
Being able to animate a human character in a way that does not require the expertise of a professional animator can be useful in many different applications: children would be able to animate stories, witnesses would be able to visually describe an accident to lawyers, football fans would be able to reproduce their favorite football plays. These(More)
We present a new method for procedurally generating window lighting and building interior effects for real-time rendering of city scenes. Our method can selectively light a random subset of windows on the building with varying color and brightness. This window light can be combined with cube maps of representative building interior (i.e. interior maps) to(More)
The simulation of crowds of virtual characters is needed for applications such as films, games, and virtual reality environments. These simulations are difficult due to the large number of characters to be simulated and the requirement for synthesizing realistic human-like motion efficiently. This thesis focuses on two problems: how to search through and(More)