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Figure 1: Selective Refinement. The headrest is an object of African cultural heritage. In each frame the selected region is refined progressively. Abstract We present a framework for real-time view-dependent refinement, and adapt it to the task of browsing large model repositories on the Internet. We introduce a novel hierarchical representation of atomic(More)
Skeletal subspace deformation (SSD), a simple method of character animation used in many applications, has several shortcomings; the best-known being that joints tend to collapse when bent. We present <i>animation space</i>, a generalization of SSD that greatly reduces these effects and effectively eliminates them for joints that do not have an unusually(More)
Surface deformation-based analysis was used to assess local shape variations in the hippocampi and caudate nuclei of children with fetal alcohol spectrum disorders. High-resolution structural magnetic resonance imaging images were acquired for 31 children (19 controls and 12 children diagnosed with fetal alcohol syndrome/partial FAS). Hippocampi and caudate(More)
We present a simple technique for single-rate compression of point clouds sampled from a surface, based on a spanning tree of the points. Unlike previous methods, we predict future vertices using both a linear predictor, which uses the previous edge as a predictor for the current edge, and lateral predictors that rotate the previous edge 90&#176; left or(More)
Procedural methods for terrain synthesis are capable of creating realistic depictions of heightfield terrains with little user intervention. However, users often <i>do</i> wish to intervene in controlling the placement and shape of landforms, but without sacrificing realism. In this paper, we present a sketching interface to procedural terrain generation.(More)
Gamification is the application of game mechanics and player incentives to non-game environments. When designed correctly, gamification has been found to increase engagement and encourage targeted behaviours among users. This paper presents the gamification of a university course in Computer Games Development using an online learning management tool,(More)
Traditionally, levels of detail (LOD) for animated characters are computed from a single pose. Later techniques refined this approach by considering a set of sample poses and evaluating a more representative error metric. A recent approach to the character animation problem, animation space, (AS) provides a framework for measuring error analytically. The(More)