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Titlebook: Articulated Motion and Deformable Objects; 5th International Co Francisco J. Perales,Robert B. Fisher Conference proceedings 2008 Springer-

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Bone Glow: An Improved Method for the Assignment of Weights for Mesh Deformation,h vertex. There are few unguided algorithms for the assignment of these weights with a recent proposed solution being . [1]. In this paper, we briefly discuss bone heat and provide examples where it performs poorly. We then develop a refinement of bone heat, termed bone glow, which, in our validatio
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Exploiting Structural Hierarchy in Articulated Objects Towards Robust Motion Capture,se estimation and tracking. The Scalable Human Body Model (SHBM) is presented as a set of human body models ordered following a hierarchy criteria. The concept of annealing is applied to derive a generic particle filtering scheme able to perform a sequential filtering over the models contained in th
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Dealing with Self-occlusion in Region Based Motion Capture by Means of Internal Regions,pensated by a priori knowledge about the motion or the scene, or by the use of multiple cameras. Here we suggest to overcome this problem by splitting the surface model of the object and tracking the silhouette of each part rather than the whole object. The splitting can be done automatically by com
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Model-Based Analysis and Synthesis of Time-Varying Mesh,human behavior and natural movements precisely, such as the expression of the face or small changes in cloths. But on the other hand, TVM requires large storage space and computational cost. To solve this problem, we propose a framework of motion editing and synthesis. In our approach, a skeleton mo
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Mesh Vertex Pose and Position Interpolation Using Geometric Algebra, smooth and possesses a number of desirable properties. It differs from existing algorithms which require factorising the pose into separate rotation and translation components and is derived from an intuitively appealing framework–i.e. a natural extension of the standard interpolation scheme for pu
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An Audiovisual Talking Head for Augmented Speech Generation: Models and Animations Based on a Real n one speaker. Linear component analysis is used to model these highly deformable articulators as the weighted sum of a small number of basic shapes corresponding to the articulators’ degrees of freedom for speech. These models are assembled into an audiovisual talking head that can produce augmente
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Towards Efficiency in Cloth Simulation,an spend. Although implicit integration schemes allow us to use large time steps, the exponential time complexity limits the number of particles that are reasonable to use in any simulation. In this paper, we present a technique that simulates cloth surfaces with adaptive level of detail without deg
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