Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Hair motion simulation
Date
2004-06-01
Author
Sahillioğlu, Yusuf
Metadata
Show full item record
Item Usage Stats
41
views
0
downloads
Cite This
Hair motion simulation in computer graphics has been an attraction for many researchers. The application we have developed has been inspired by the related previous work as well as our own efforts in finding useful algorithms to handle this problem. The work we present uses a set of representations, including hair strands, clusters and strips, that are derived from the same underlying base skeleton, where this skeleton is animated by physical, i.e. spring, forces.
Subject Keywords
Human head
,
Collision detection
,
Subdivision surface
,
Base skeleton
,
Hair strand
URI
https://hdl.handle.net/11511/87782
Conference Name
International Symposium on Computer and Information Sciences (ISCIS), (01 Haziran 2004)
Collections
Department of Computer Engineering, Conference / Seminar
Suggestions
OpenMETU
Core
Hair motion simulation
Sahillioğlu, Yusuf; Özgüç, Bülent (2004-01-01)
Hair motion simulation in computer graphics has been an attraction for many researchers. The application we have developed has been inspired by the related previous work as well as our own efforts in finding useful algorithms to handle this problem. The work we present uses a set of representations, including hair strands, clusters and strips, that are derived from the same underlying base skeleton, where this skeleton is animated by physical, i.e. spring, forces.
Image compression method based on learned lifting-based dwt and learned zerotree-like entropy model
Şahin, Uğur Berk; Kamışlı, Fatih; Department of Electrical and Electronics Engineering (2022-8)
The success of deep learning in computer vision has sparked great interest in investigating deep learning-based algorithms also in many image processing applications, including image compression. The most popular end-to-end learned image compression approaches are based on auto-encoder architectures, where the image is mapped via convolutional neural networks (CNNs) into a transform (latent) representation that is quantized and processed again with CNNs to obtain the reconstructed image. The quantized laten...
Real-time multi-camera video analytics system on GPU
Güler, Puren; Emeksiz, Deniz; Temizel, Alptekin; Teke, Mustafa; Temizel, Tugba Taskaya (2016-03-01)
In this article, parallel implementation of a real-time intelligent video surveillance system on Graphics Processing Unit (GPU) is described. The system is based on background subtraction and composed of motion detection, camera sabotage detection (moved camera, out-of-focus camera and covered camera detection), abandoned object detection, and object-tracking algorithms. As the algorithms have different characteristics, their GPU implementations have different speed-up rates. Test results show that when all...
Part-Aware Distance Fields for Easy Inbetweening in Arbitrary Dimensions
Tarı, Zehra Sibel (2013-07-01)
The motivation for this work is to explore a possible computer graphics application for a part aware distance field developed recently. Computing in-between shapes is chosen as a toy application. Rather than presenting a highly competitive scheme which continuously morphs one shape into another, our aim is to investigate whether in-betweens may be defined as ordinary averages once a proper shape representation (e.g. a part aware field) is established. The constructions are independent of the dimension of th...
Semi dynamic light maps
Öztürk, Bekir; Akyüz, Ahmet Oğuz; Department of Modeling and Simulation (2019)
One of the biggest challenges of real-time graphics applications is to maintain high frame rates while producing realistically lit results. Many realistic lighting effects such as indirect illumination, ambient occlusion, soft shadows, and caustics are either too complex to render in real-time with today's hardware or cause significant hits to frame rates. Light mapping technique offers to precompute the lighting of the scene to speed up expensive lighting calculations at run-time. This allows rendering hig...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
Y. Sahillioğlu, “Hair motion simulation,” Kemer Antalya, TURKEY, 2004, p. 126, Accessed: 00, 2021. [Online]. Available: https://hdl.handle.net/11511/87782.