Sebastian Weik

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Textured surface models of three-dimensional objects are gaining importance in computer graphics applications. These models often have to be merged from several overlapping partial models which have to be registered (i.e. the relative transformation between the partial models has to be determined) prior to the merging process. In this paper a method is(More)
A knowledge based approach for the surface reconstruction of buildings to be used in computer graphic applications is presented. Using a calibrated stereo camera pair, scene depth is estimated by correspondence analysis. To compensate for noisy and not dense depth maps we use a-priori knowledge about the scene to further increase the quality of the(More)
This contribution describes the automatic creation of highly realistic flexible 3D models of participants for distributed 3D videoconferencing systems. The proposed technique uses a flexible mesh template surrounding an interior skeleton structure, which is based on a simplified human skeleton. The vertices of this template are arranged in rigid rings along(More)
This paper describes the automated creation of a tex-tured face mask of a natural person suitable for realtime animation. A 3D surface polygon face mask is used. A set of muscles is defined to animate the mask. The mask is adapted to a real person using 3D surface data from a calibrated stereo sensor. Firstly, the facial features of the mask are aligned to(More)
This contribution describes an approach towards 3D teleconferencing. Textured, 3D antropomorphic models are used in a virtual environment to give the impression of physical closeness. The requirements for such a conferencing system are on the one hand textured, articulated 3D models of the conferees. For high realism a exible deformation model has been(More)
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