Diplomové práce
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- Geodesic and Volume Distance for Non-Manifold Objects
- Signed Distance Function for Non-Manifold Meshes
- Shape Diameter Function for Non-Manifold Meshes
- Mesh Deformations Based on Arc-spline Skeletons
- Mesh Skinning Extended by Twisting and Stretching
- Automatic Extraction of Skinning Weights
- Texture Space Mesh Deformations and Morphing
- Skeleton Extraction from Point Cloud
- Base Manifold Meshes from Skeletons
- Semi-automatic Isomorphism of Skeleton Trees
- Skin Rendering
- Skin Organic Details Rendering
1. Geodesic and Volume Distance for Non-Manifold Objects
- Non-manifolds, polygon soups, point clouds
- Geodesic distance
- Volume distance
2. Signed Distance Function for Non-Manifold Meshes
- Approximate distance to mesh surface
- Use appropriate data structure to accelerate the search
- Tolerance for broken meshes
3. Shape Diameter Function for Non-Manifold Meshes
- Function that encodes diameter of mesh for each vertex
- Use cone of rays to approximate the distance
4. Mesh Deformations Based on Arc-spline Skeletons
- Transformation of line segment skeletons into arc-spline segments
- Texture space implementation of skinning on GPU
5. Mesh Skinning Extended by Twisting and Stretching
- Extend skinning weights by another set of weights
- Bone weights
- Twisting and Stretching
6. Automatic Extraction of Skinning Weights
- Automatically rig the skeleton
- Compute skinning weights
7. Texture Space Mesh Deformations and Morphing
- Encode geometry in a displacement map
- Interpolate textures to morph between shapes
8. Skeleton Extraction from Point Cloud
- GPU implementation
- Extraction from point cloud by approximating Laplacian operator
- Use connectivity information if possible
9. Base Manifold Meshes from Skeletons
- Create base mesh from given skeleton
- Each skeleton node has its own radius
10. Semi-automatic Isomorphism of Skeleton Trees
- Find isomorphism between two skeleton trees
- If it is not possible, find the best fit of skeletons
- Weighted skeleton edges
11. Skin Rendering
- Realtime subsurface scattering
- Image space diffusion
- Map textures on complex topology
12. Skin Organic Details Rendering
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)
- Approximate distance to mesh surface
- Use appropriate data structure to accelerate the search
- Tolerance for broken meshes
3. Shape Diameter Function for Non-Manifold Meshes
- Function that encodes diameter of mesh for each vertex
- Use cone of rays to approximate the distance
4. Mesh Deformations Based on Arc-spline Skeletons
- Transformation of line segment skeletons into arc-spline segments
- Texture space implementation of skinning on GPU
5. Mesh Skinning Extended by Twisting and Stretching
- Extend skinning weights by another set of weights
- Bone weights
- Twisting and Stretching
6. Automatic Extraction of Skinning Weights
- Automatically rig the skeleton
- Compute skinning weights
7. Texture Space Mesh Deformations and Morphing
- Encode geometry in a displacement map
- Interpolate textures to morph between shapes
8. Skeleton Extraction from Point Cloud
- GPU implementation
- Extraction from point cloud by approximating Laplacian operator
- Use connectivity information if possible
9. Base Manifold Meshes from Skeletons
- Create base mesh from given skeleton
- Each skeleton node has its own radius
10. Semi-automatic Isomorphism of Skeleton Trees
- Find isomorphism between two skeleton trees
- If it is not possible, find the best fit of skeletons
- Weighted skeleton edges
11. Skin Rendering
- Realtime subsurface scattering
- Image space diffusion
- Map textures on complex topology
12. Skin Organic Details Rendering
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)
- Transformation of line segment skeletons into arc-spline segments
- Texture space implementation of skinning on GPU
5. Mesh Skinning Extended by Twisting and Stretching
- Extend skinning weights by another set of weights
- Bone weights
- Twisting and Stretching
6. Automatic Extraction of Skinning Weights
- Automatically rig the skeleton
- Compute skinning weights
7. Texture Space Mesh Deformations and Morphing
- Encode geometry in a displacement map
- Interpolate textures to morph between shapes
8. Skeleton Extraction from Point Cloud
- GPU implementation
- Extraction from point cloud by approximating Laplacian operator
- Use connectivity information if possible
9. Base Manifold Meshes from Skeletons
- Create base mesh from given skeleton
- Each skeleton node has its own radius
10. Semi-automatic Isomorphism of Skeleton Trees
- Find isomorphism between two skeleton trees
- If it is not possible, find the best fit of skeletons
- Weighted skeleton edges
11. Skin Rendering
- Realtime subsurface scattering
- Image space diffusion
- Map textures on complex topology
12. Skin Organic Details Rendering
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)
- Automatically rig the skeleton
- Compute skinning weights
7. Texture Space Mesh Deformations and Morphing
- Encode geometry in a displacement map
- Interpolate textures to morph between shapes
8. Skeleton Extraction from Point Cloud
- GPU implementation
- Extraction from point cloud by approximating Laplacian operator
- Use connectivity information if possible
9. Base Manifold Meshes from Skeletons
- Create base mesh from given skeleton
- Each skeleton node has its own radius
10. Semi-automatic Isomorphism of Skeleton Trees
- Find isomorphism between two skeleton trees
- If it is not possible, find the best fit of skeletons
- Weighted skeleton edges
11. Skin Rendering
- Realtime subsurface scattering
- Image space diffusion
- Map textures on complex topology
12. Skin Organic Details Rendering
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)
- GPU implementation
- Extraction from point cloud by approximating Laplacian operator
- Use connectivity information if possible
9. Base Manifold Meshes from Skeletons
- Create base mesh from given skeleton
- Each skeleton node has its own radius
10. Semi-automatic Isomorphism of Skeleton Trees
- Find isomorphism between two skeleton trees
- If it is not possible, find the best fit of skeletons
- Weighted skeleton edges
11. Skin Rendering
- Realtime subsurface scattering
- Image space diffusion
- Map textures on complex topology
12. Skin Organic Details Rendering
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)
- Find isomorphism between two skeleton trees
- If it is not possible, find the best fit of skeletons
- Weighted skeleton edges
11. Skin Rendering
- Realtime subsurface scattering
- Image space diffusion
- Map textures on complex topology
12. Skin Organic Details Rendering
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)
- Wrinkles – motion simulation, ageing, procedural
- Veins - L-systems geometry generation
- Fur, Feathers, Hair (no simulation, only rendering)