A System for Retargeting of Streaming Video
We present a novel, integrated system for content-aware video retargeting.
Computational Sports Broadcasting: Automated Director Assistance for Live Sports
Visibility Silhouettes for Semi-Analytic Spherical Integration
We propose a semi-analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi-analytically integrate visibility-masked spherical functions along the visibility silhouette, instead of over the entire hemisphere.
Virtual Ray Lights for Rendering Scenes with Participating Media
We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization that places virtual ray lights (VRLs) along each path segment in the medium.
Video-Based 3D Motion Capture Through Biped Control
Marker-less motion capture is a challenging problem, particularly when monocular video is all that is available. We estimate biped control from monocular video by implicitly recovering physically plausible three-dimensional motion of a subject along with a character model (controller) capable of replaying this motion in other environments and under physical perturbations.
Stable Spaces for Real-time Clothing
We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time.
Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
In this paper, we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU.
Programmable Motion Effects
In our work, we experiment with motion depiction as a first-class entity within the rendering process.
Practical Hessian-Based Error Control for Irradiance Caching
This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic.
Photon Beam Diffusion: A Hybrid Monte Carlo Method for Subsurface Scattering
In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches.
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