Biomechanics-based reaching optimization | 2 | 0.37 | 2011 |
Real-time spatial and depth upsampling for range data | 2 | 0.40 | 2011 |
Fast and Simple Super Resolution for Range Data | 3 | 0.40 | 2010 |
A stylistic human motion editing system based on a subspace motion model | 1 | 0.37 | 2010 |
BAAP: a behavioral animation authoring platform for emotion driven 3D virtual characters | 3 | 0.45 | 2010 |
3D-freehand-pose initialization based on operator’s cognitive behavioral models | 7 | 0.49 | 2010 |
Robust hand posture recognition integrating multi-cue hand tracking | 5 | 0.53 | 2010 |
Animations, games, and virtual reality for the Jing-Hang Grand Canal. | 6 | 0.57 | 2010 |
A reactive and protective character motion generation algorithm | 1 | 0.42 | 2010 |
L4RW: Laziness-based Realistic Real-time Responsive Rebalance in Walking | 1 | 0.37 | 2010 |
The 3D caricature face modeling based on aesthetic formulae | 4 | 0.46 | 2010 |
Moving-Target Pursuit Algorithm Using Improved Tracking Strategy | 5 | 0.40 | 2010 |
A hybrid rendering algorithm for textile objects. | 0 | 0.34 | 2009 |
A Distributed Render Farm System for Animation Production | 4 | 0.45 | 2009 |
Motion Synthesis Using Style-Editable Inverse Kinematics | 0 | 0.34 | 2009 |
Fragment-based responsive character motion for interactive games | 1 | 0.39 | 2009 |
Virtual reality in the digital Olympic museum. | 5 | 0.83 | 2009 |
Real time falling animation with active and protective responses | 0 | 0.34 | 2009 |
SRP Based Natural Interaction between Real and Virtual Worlds in Augmented Reality | 2 | 0.39 | 2008 |
A Secure Watermarking Protocol Designed for Online System | 0 | 0.34 | 2008 |
LoD-based locomotion engine for game characters | 2 | 0.42 | 2007 |
Surface Rendering for Parallel Slices of Contours from Medical Imaging | 13 | 0.71 | 2007 |
Design of water transportation story for Grand Canal museum based on multi-projection screens | 0 | 0.34 | 2007 |
Accelerated rendering of vector graphics on mobile devices | 5 | 0.92 | 2007 |
Virtual network marathon: fitness-oriented e-sports in distributed virtual environment | 2 | 0.47 | 2006 |
Special issue on edutainment (E-learning and game) | 1 | 0.39 | 2006 |
Personalized model deformation based on slice space representation | 0 | 0.34 | 2006 |
Simulating reactive motions for motion capture animation | 4 | 0.55 | 2006 |
Multi-stroke freehand text entry method using OpenVG and its application on mobile devices | 3 | 0.74 | 2006 |
A blind watermarking algorithm for animation used in digital heritage | 0 | 0.34 | 2006 |
Special Issue: Education | 0 | 0.34 | 2005 |
Virtual learning environment for medical education based on VRML and VTK | 14 | 1.05 | 2005 |
An adaptive and efficient algorithm for polygonization of implicit surfaces | 1 | 0.37 | 2005 |
An optimized soft 3d mobile graphics library based on JIT backend compiler | 3 | 0.44 | 2005 |
Watermarking NURBS Surfaces | 2 | 0.37 | 2005 |
Building a believable character for real-time virtual environments | 3 | 0.44 | 2005 |
Security management for internet-based virtual presentation of home textile product | 1 | 0.37 | 2005 |
Interactive learning of CG in networked virtual environments | 11 | 1.10 | 2005 |