Modeling Vellus Facial Hair from Asperity Scattering Silhouettes SIGGRAPH 2017 Conference Proceedings Chloe LeGendre Loc Hyunh Shanhe Wang Paul Debevec USC Institute for Creative Technologies Video renderings of three backlit subjects with vellus hair modeled using our approach and added to their 3D facial scans. (Best viewed at 4K resolution.) Abstract We present a technique for modeling the vell
ACM Transactions on Graphics (SIGGRAPH North America 2017) Yun (Raymond) Fei and Henrique Teles Maia, Columbia University Christopher Batty, University of Waterloo Changxi Zheng and Eitan Grinspun, Columbia University Demo (Updated Jul-19-2017) Windows 10 x64 (3.0MB), Mac OS X (2.3MB), Ubuntu 14.04 (1.5MB) Source Code and Data Assets GitHub Paper Preprint: Original (17.1MB) | Reduced (2.4MB), Supp
One of the areas we specialise in here at Airship is the creation of real-time hair. Over the last 5 years we’ve contributed to numerous titles with real-time hair, consistently pushing the bar in terms of quality and efficiency. We have developed our own internal tools to make hair creation a more artistic process. Perhaps surprisingly, one of the tools that plays a huge part in the process is ZB
The tech of Crytek’s Ryse: Son of Rome Posted by Ian Failes ON March 20, 2014 When Microsoft announced the Xbox One in May 2013, Ryse: Son of Rome was confirmed to be one of the first titles available for the next-gen console. For Crytek, that provided a chance to develop a game with characters and environments seen in a level of fidelity they had not previously tackled. “In the past,” Crytek art
GMH2 (Geo Maya Hair 2) is a more advanced version of GMH script, specialized in hair modeling & stylizing, developed by Phung Dinh Dzung at Thunder Cloud Studio. User can easily model complex hair styles using traditional polygon modeling method and convert to Maya Hair using GMH2 with 2 simple steps. -Platform: PC, Linux & Mac. -Compatible with (32 & 64 bit version): Maya 2013 , Maya 2014. -Sc
ACM Transactions on Graphics (Proc. SIGGRAPH), July 2013 Existing hair capture systems fail to produce strands that reflect the structures of real-world hairstyles. We introduce a system that reconstructs coherent and plausible wisps aware of the underlying hair structures from a set of still images without any special lighting. Our system first discovers locally coherent wisp structures in the re
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