-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
```
I have successfully compiled it on Ubuntu14.04(64bits) with Cuda6.5.
When I run "script_face_exp.m", I got the following errors:
-----------------------------------------------------------------…
-
## Summary
Hello I would like to see if it's possible to do material acquisition (albedo, diffuse or basecolor, roughness, normals,..) on planar textures or objects based on a real photo sequence…
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I greatly appreciate your paper. I would like to ask if your BRDF decomposition mentioned in Fig18 can be directly applied to the Unreal Engine or Unity Engine?
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The Wrath of the Lich King (and potentially earlier game versions) game client does not simply select shaders for M2s based on the `shader_id` value present in the on-disk `.skin` files. Rather, it's …