Now showing items 12239-12258 of 17315

    • Real-Time Analytic Antialiased Text for 3-D Environments 

      Ellis, Apollo; Hunt, Warren; Hart, John (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Text is a crucial component of 3-D environments and virtual worlds for user interfaces and wayfinding. Implementing text using standard antialiased texture mapping leads to blurry and illegible writing which hinders usability ...
    • Real-Time Animated Grass 

      Bakay, Brook; Lalonde, Paul; Heidrich, Wolfgang (Eurographics Association, 2002)
      We present a simple method to render fields of grass, animated in the wind, in real-time. The technique employs vertex shaders to render displacement maps with Russian-doll style transparent shells. Animation is achieved ...
    • Real-time Animation of Dressed Virtual Humans 

      Cordier, Frederic; Magnenat-Thalmann, Nadia (Blackwell Publishers, Inc and the Eurographics Association, 2002)
      In this paper, we describe a method for cloth animation in real-time. The algorithm works in a hybrid manner exploiting the merits of both the physical-based and geometric deformations. It makes use of predetermined ...
    • Real-Time Animation of Particles and Seaweeds in Underwater Scenes 

      Coulais, Y.; Ghazanfarpour, D.; Terraz, O.; Thon, S. (The Eurographics Association, 2005)
      Water is one of the most important natural phenomena to be rendered in computer graphics. Although ocean waves animation has been well studied in Computer graphics, only few studies have been done for underwater animation. ...
    • Real-time Animation of Sand-Water Interaction 

      Rungjiratananon, Witawat; Szego, Zoltan; Kanamori, Yoshihiro; Nishita, Tomoyuki (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely been noticed despite their visual importance ...
    • Real-time Animation of Various Flame Shapes 

      Bridault, Flavien; Rousselle, François; Renaud, Christophe; Leblond, Michel (The Eurographics Association, 2006)
      Working on the computer reconstruction of the Gallo-Roman forum of Bavay, we try to improve the feeling of immersion in the virtual environment. One way to achieve this is to provide realistic and dynamic light sources. ...
    • Real-Time Antialiased Area Lighting Using Multi-Scale Linearly Transformed Cosines 

      Tao, Chengzhi; Guo, Jie; Gong, Chen; Wang, Beibei; Guo, Yanwen (The Eurographics Association, 2021)
      We present an anti-aliased real-time rendering method for local area lights based on Linearly Transformed Cosines (LTCs). It significantly reduces the aliasing artifacts of highlights reflected from area lights due to ...
    • Real-time Anticipation of Occlusions for Automated Camera Control in Toric Space 

      Burg, Ludovic; Lino, Christophe; Christie, Marc (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      Efficient visibility computation is a prominent requirement when designing automated camera control techniques for dynamic 3D environments; computer games, interactive storytelling or 3D media applications all need to track ...
    • Real-time appearance preserving out-of-core rendering with shadows 

      Guthe, Michael; Borodin, Pavel; Balázs, Ákos; Klein, Reinhard (The Eurographics Association, 2004)
      Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and ...
    • Real-Time Architecture for High Resolution Volume Visualization 

      Pfister, H; Kaufman, A (The Eurographics Association, 1993)
      This paper describes a high-performance &pecial-purpose system, the Cube-3 machine, fordisplaying and manipulating high-resolution volumetric datasets in real-time. Cube-3 will allowscientists, engineers, and biomedical ...
    • Real-time Bas-Relief Generation from Depth-and-Normal Maps on GPU 

      Ji, Zhongping; Sun, Xianfang; Li, Shi; Wang, Yigang (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      To design a bas-relief from a 3D scene is an inherently interactive task in many scenarios. The user normally needs to get instant feedback to select a proper viewpoint. However, current methods are too slow to facilitate ...
    • A Real-time Beam Tracer with Application to Exact Soft Shadows 

      Overbeck, Ryan; Ramamoorthi, Ravi; Mark, William R. (The Eurographics Association, 2007)
      Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with ...
    • Real-time Biomechanically-based Muscle Volume Deformation using FEM 

      Zhu, Qing-hong; Chen, Yan; Kaufman, Arie (Blackwell Publishers Ltd and the Eurographics Association, 1998)
      This paper presents a voxel-based biomechanical model for muscle deformation using finite element method (FEM) and volume graphics. Hierarchical voxel meshes are reconstructed from filtered segmented muscle images followed ...
    • Real-Time Bump Map Synthesis 

      Kautz, Jan; Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 2001)
      In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to ...
    • Real-time Canonical-angle Views in 3D Virtual Cities 

      Kol, Timothy R.; Liao, Jingtang; Eisemann, Elmar (The Eurographics Association, 2014)
      Virtual city models are useful for navigation planning or the investigation of unknown regions. However, existing rendering systems often fail to provide optimal views during the exploration, introduce occlusions, or show ...
    • Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors 

      Hasenfratz, J.M.; Lapierre, M.; Gascuel, J.-D.; Boyer, E. (The Eurographics Association, 2003)
      In this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. ...
    • Real-time Cataract Surgery Simulation for Training 

      Agus, M.; Gobbetti, E.; Pintore, G.; Zanetti, G.; Zorcolo, A. (The Eurographics Association, 2006)
      Cataract is a clouding of the eye's natural lens, normally due to natural aging changes, and involving at least half of the population over 65 years. Cataract extraction is the only solution for restoring a clear vision, ...
    • Real-Time Caustics 

      Wand, M.; Strasser, W. (Blackwell Publishers, Inc and the Eurographics Association, 2003)
      We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into samplepoints. Each of the sample points is treated as a pinhole camera that projects an image of the incoming lightonto ...
    • Real-Time Caustics Using Cascaded Image-Space Photon Tracing 

      Meenrattanakorn, Krittin; Lambers, Martin (The Eurographics Association, 2022)
      Caustics are formed when transparent or specular materials focus many light rays onto confined areas. Such effects are among the most challenging optical effects to render. Typical path tracing algorithms need many light ...
    • A Real-time Cinematography System for Interactive 3D Environments 

      Lino, Christophe; Christie, Marc; Lamarche, Fabrice; Schofield, Guy; Olivier, Patrick (The Eurographics Association, 2010)
      Developers of interactive 3D applications, such as computer games, are expending increasing levels of effort on the challenge of creating more narrative experiences in virtual worlds. As a result, there is a pressing ...