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This paper presents a real-time face detection algorithm for locating faces in images and videos. This algorithm finds not only the face regions, but also the precise locations of the facial components such as eyes and lips. The algorithm starts from the extraction of skin pixels based upon rules derived from a simple quadratic polynomial model.(More)
Static gestures can convey certain meanings and act as specific transitions in dynamic gestures. Therefore, recognizing static gestures is one of the most important aspects of gesture recognition. In this paper, a new approach is presented for recognizing static gestures based on Zernike moments (ZMs) and pseudo-Zernike moments (PZMs). The binary hand(More)
Computer graphics animation often lacks interaction between rigid object and granular material. In this paper, we propose a method for the deformation of the ground surface that consists of granular material when it penetrated by a rigid body object in motion. Meanwhile, the motion of the rigid object is also affected due to the collision with the ground(More)
Synthesis of transition textures is essential for displaying visually acceptable appearances on a terrain. This investigation presents a modified method for synthesizing the transition texture to be tiled on a terrain. All transition pattern types are recognized for a number of input textures. The proposed modified patch-based sampling texture synthesis(More)
In this paper we present a simple but general 3D slicer for voxelizing polygonal model. Instead of voxelizing a model by projecting and rasterizing triangles with clipping planes, the distance field is used for more accurate and stable voxelization. Distance transform is used with triangles on voxels of each slice. A voxel is marked with opacity only when(More)
Synthesizing transition textures on succession patterns for displaying visually acceptable terrain is essential to applications such as computer games. In this paper, we exploited the Game of Life model to simulate successions on terrain to show that a good-looking profile can appear quickly and easily. Based on the proposed modified patch-based sampling(More)
We present an improved technique for data hiding in polygonal meshes, which is based on the work of Bogomjakov et al. (Comput. Graph. Forum 27(2):637–642, 2008). Like their method, we use an arrangement on primitives relative to a reference ordering to embed a message. But instead of directly interpreting the index of a primitive in the reference ordering(More)