A Dense Point-to-Point Alignment Method for Realistic 3D Face Morphing and Animation (2009)
Yongli Hu, Mingquan Zhou, Zhongke Wu
We present a new point matching method to overcome the dense point-to-point alignment of scanned 3D faces. Instead of using the rigid spatial transformation in the traditional iterative closest point...
Real Time Animation of Trees Based on BBSC in Computer Games (2009)
Xuefeng Ao, Zhongke Wu, Mingquan Zhou
That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated...
A Dense Point-to-Point Alignment Method for Realistic 3D Face Morphing and Animation (2009)
Yongli Hu, Mingquan Zhou, Zhongke Wu
We present a new point matching method to overcome the dense point-to-point alignment of scanned 3D faces. Instead of using the rigid spatial transformation in the traditional iterative closest point...
Real Time Animation of Trees Based on BBSC in Computer Games (2009)
Xuefeng Ao, Zhongke Wu, Mingquan Zhou
That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated...
Auto Coloring with Enhanced Character Registration (2008)
Jie Qiu, Hock Soon Seah, Feng Tian, Quan Chen, Zhongke Wu, Konstantin Melikhov
An enhanced character registration method is proposed in this paper to assist the auto coloring for 2D animation characters. After skeletons are extracted, the skeleton of the character in a target...
Auto Coloring with Enhanced Character Registration (2007)
Jie Qiu, Hock Soon Seah, Feng Tian, Quan Chen, Zhongke Wu, Konstantin Melikhov
An enhanced character registration method is proposed in this paper to assist the auto coloring for 2D animation characters. After skeletons are extracted, the skeleton of the character in a target...