Interactive Geometry Lab

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The Interactive Geometry Lab is a research group within the Institute of Visual Computing of ETH Zurich, led by Prof. Olga Sorkine-Hornung. We do research in Computer Graphics, focusing on interactive shape modeling and animation, digital geometry processing, as well as image and video processing.

Below we provide some examples related to game research.

IGL Project Preview

Fast Automatic Skinning Transformations

We present a method to automatically determine 2D and 3D skinning transformations from a sparse set of controls. We achieve high quality deformations by minimizing a nonlinear energy function, while keeping our algorithm extremely fast. Read more

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IGL Project Preview

Elasticity-Inspired Deformers for Character Articulation

We present a new automatic skinning technique which mimics the quality of nonlinear elastic simulation. Our method achieves higher-quality results than both linear blend (LBS) and dual quaternion skinning (DQS) with minimal additional costs. Read more

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IGL Project Preview

Bounded Biharmonic Weights for Real-Time Deformation

Bounded biharmonic blending supports points, bones, and cages arranged in an arbitrary configuration. The weight computation is done at bind time so that high-quality deformations can be computed in real time with low CPU utilization. Read more

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IGL Project Preview

Stretchable and Twistable Bones for Skeletal Shape Deformation

Skeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. Read more

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IGL Project Preview

Accurate and Efficient Lighting for Skinned Models

In the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. Read more

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IGL Project Preview

Tangible and Modular Input Device for Character Articulation

Articulation of 3D characters requires control over many degrees of freedom: a difficult task with standard 2D interfaces. We present a tangible input device composed of interchangeable, hot-pluggable parts. Read more

 
 
Page URL: http://www.gtc.inf.ethz.ch/research/interactive-geometry-lab.html
26.03.2017
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