Sharing visual information in virtual environments using projective texture mapping. - Yannick Francken; Johan Huysmans; Philippe Bekaert (Advances in Computer Entertainment Technology, 2007)

Screen-Camera Calibration using a Spherical Mirror. - Yannick Francken; Chris Hermans; Philippe Bekaert (CRV, 2007)

Mesostructure from specularity using coded illumination. - Yannick Francken; Tom Mertens; Jo Gielis; Philippe Bekaert (SIGGRAPH Sketches, 2007)

Fast Normal Map Acquisition Using an LCD Screen Emitting Gradient Patterns. - Yannick Francken; Chris Hermans; Tom Cuypers; Philippe Bekaert (CRV, 2008)

High quality mesostructure acquisition using specularities. - Yannick Francken; Tom Cuypers; Tom Mertens; Jo Gielis; Philippe Bekaert (CVPR, 2008)

A Multi-Camera Framework for Interactive Video Games. - Tom Cuypers; Cedric Vanaken; Yannick Francken; Frank Van Reeth; Philippe Bekaert (GRAPP, 2008)

Shadow multiplexing for single camera visual hull reconstruction. - Tom Cuypers; Yannick Francken; Philippe Bekaert (PROCAMS, 2008)

Mesostructure from specularity using gradient illumination. - Yannick Francken; Tom Cuypers; Philippe Bekaert (PROCAMS, 2008)

Screen-Camera Calibration Using Gray Codes. - Yannick Francken; Chris Hermans; Philippe Bekaert (CRV, 2009)

Shadow multiplexing for real-time silhouette extraction. - Tom Cuypers; Yannick Francken; Johannes Taelman; Philippe Bekaert (CVPR Workshops, 2009)

Depth from sliding projections. - Chris Hermans; Yannick Francken; Tom Cuypers; Philippe Bekaert (CVPR, 2009)

Gloss and Normal Map Acquisition of Mesostructures Using Gray Codes. - Yannick Francken; Tom Cuypers; Tom Mertens; Philippe Bekaert (ISVC (2), 2009)

Depth from Encoded Sliding Projections. - Chris Hermans; Yannick Francken; Tom Cuypers; Philippe Bekaert (ISVC (1), 2009)

Mesostructure Acquisition With Planar Illuminants - Yannick Francken (2010)