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A Benchmark Dataset and Evaluation Methodology for Video Object Segmentation
TLDR
This work presents a new benchmark dataset and evaluation methodology for the area of video object segmentation, named DAVIS (Densely Annotated VIdeo Segmentation), and provides a comprehensive analysis of several state-of-the-art segmentation approaches using three complementary metrics. Expand
Particle-based fluid simulation for interactive applications
TLDR
This paper proposes an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces and proposes methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction. Expand
Efficient simplification of point-sampled surfaces
TLDR
This work has implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density, and shows how local variation estimation and quadric error metrics can be employed to diminish the approximation error. Expand
Feature Preserving Point Set Surfaces based on Non‐Linear Kernel Regression
TLDR
This paper presents a novel point based surface definition combining the simplicity of implicit MLS surfaces [ SOS04, Kol05 ] with the strength of robust statistics, and reaches this new definition in terms of local kernel regression. Expand
Multi‐scale Feature Extraction on Point‐Sampled Surfaces
TLDR
Central to the method is a multi‐scale classification operator that allows feature analysis at multiplescales, using the size of the local neighborhoods as a discrete scale parameter, which significantly improves thereliability of the detection phase and makes the method more robust in the presence of noise. Expand
Scene reconstruction from high spatio-angular resolution light fields
TLDR
This paper proposes an algorithm that leverages coherence in massive light fields by breaking with a number of established practices in image-based reconstruction, and introduces a sparse representation and a propagation scheme for reliable depth estimates which make the algorithm particularly effective for 3D input. Expand
Surfels: surface elements as rendering primitives
TLDR
A novel method called visibility splatting determines visible surfels and holes in the z-buffer, which makes them specifically suited for low-cost, real-time graphics, such as games. Expand
Shape modeling with point-sampled geometry
TLDR
A shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects and shows that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. Expand
Optimized Spatial Hashing for Collision Detection of Deformable Objects
TLDR
The presented algorithm is integrated in a physically–based environment, which can be used in game engines and surgical simulators, and employs a hash function for compressing a potentially infinite regular spatial grid. Expand
Interactive Virtual Materials
TLDR
This method extends the warped stiffness finite element approach for linear elasticity and combines it with a strain-state-based plasticity model and produces realistic animations of a wide spectrum of materials at interactive rates that have typically been simulated off-line thus far. Expand
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