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In this paper, we introduce a novel method to hierarchically decompose the animated 3d object efficiently by utilizing high-dimensional and multi-scale geometric information. The key idea is to treat the animated surface sequences as a whole and extract the near-rigid components from it. Our approach firstly detects a set of the multi-scale feature points on the animated object and computes approximately...
It is difficult to render caustic patterns at interactive frame rates. This paper introduces new rendering techniques that relax current constraints, allowing scenes with moving, non-rigid scene objects, rigid caustic objects, and rotating directional light sources to be rendered in real-time with GPU hardware acceleration. Because our algorithm estimates the intensity and the direction of caustic...
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