Now showing items 12314-12333 of 17315

    • A Real-time Implementation of the Dynamic Particle Coating Method on a GPU Architecture 

      Sillam, Kevin; Evrard, Matthieu; Luciani, Annie (The Eurographics Association, 2007)
      This paper deals with a real-time implementation on graphic processor of the dynamic particle coating method (DPCM) first proposed by [HL02] and founded on a mass-interaction formalism. When this method was proposed, it ...
    • Real-Time Importance Sampling of Dynamic Environment Maps 

      Lu, Heqi; Pacanowski, Romain; Granier, Xavier (The Eurographics Association, 2013)
      We introduce a simple and effective technique for light-based importance sampling of dynamic environment maps based on the formalism of Multiple Importance Sampling (MIS). The core idea is to balance per pixel the number ...
    • Real-time Indexing of Point Cloud Data During LiDAR Capture 

      Bormann, Pascal; Dorra, Tobias; Stahl, Bastian; Fellner, Dieter W. (The Eurographics Association, 2022)
      We introduce a software system that is capable of indexing point cloud data in real-time as it is being captured by a LiDAR (Light Detection and Ranging) sensor. Our system extends the popular MNO (modifiable nested octree) ...
    • Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights 

      Guerrero, P.; Jeschke, S.; Wimmer, M. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a set of tightly fitting spheres. In previous ...
    • Real-time Indirect Illumination of Emissive Inhomogeneous Volumes using Layered Polygonal Area Lights 

      Kuge, Takahiro; Yatagawa, Tatsuya; Morishima, Shigeo (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Indirect illumination involving with visually rich participating media such as turbulent smoke and loud explosions contributes significantly to the appearances of other objects in a rendering scene. However, previous ...
    • Real-time Inextensible Hair with Volume and Shape 

      Sánchez-Banderas, Rosa María; Barreiro, Héctor; García-Fernández, Ignacio; Pérez, Mariano (The Eurographics Association, 2015)
      Hair simulation is a common topic extensively studied in computer graphics. One of the many challenges in this field is simulating realistic hair in a real-time environment. In this paper, we propose a unified simulation ...
    • Real-time Inhabited Virtual Worlds and Interaction - interactive virtual worlds module 

      Magnenat-Thalmann, Nadia; Papagiannakis, George; Egges, Arjan; Lyard, Etienne (The Eurographics Association, 2006)
      Virtual Worlds [MK94] and their concept of cyber-real space interplay invoke such interactive digital narratives that promote new patterns of understanding. However, the "narrative" and "interactive" part, which refers to ...
    • Real-time Interactive Simulation of Smoke Using Discrete Integrable Vortex Filaments 

      Weißmann, Steffen; Pinkall, Ulrich (The Eurographics Association, 2009)
      We present a fluid solver for the real-time interactive simulation of inviscid, ideal fluid flow. The simulation is based on the evolution of discrete vortex filaments, which allow a dramatic increase of detail and performance ...
    • A Real-time Interactive Tool for Image Cutout 

      Liu, Chen; Li, Fengxia; Zhang, Yan; Zhan, Shouyi (The Eurographics Association, 2009)
      We present an interactive tool for extracting foreground objects from image in real-time. As seen from the object boundary, the segmentation is to split pixel-pairs right on the boundary. The system utilizes the user input ...
    • Real-time Landscape-size Convective Clouds Simulation and Rendering 

      Goswami, Prashant; Neyret, Fabrice (The Eurographics Association, 2017)
      This paper presents an efficient, physics-based procedural model for the real-time animation and visualization of cumulus clouds at landscape size. We couple a coarse Lagrangian model of air parcels with a procedural ...
    • Real-time Light Animation 

      Sbert, Mateu; Szecsi, Laszlo; Szirmay-Kalos, Laszlo (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Light source animation is a particularly hard field of real-time global illumination algorithms since moving light sources result in drastic illumination changes and make coherence techniques less effective. However, the ...
    • Real-Time Linear BRDF MIP-Mapping 

      Xu, Chao; Wang, Rui; Zhao, Shuang; Bao, Hujun (The Eurographics Association and John Wiley & Sons Ltd., 2017)
      We present a new technique to jointly MIP-map BRDF and normal maps. Starting with generating an instant BRDF map, our technique builds its MIP-mapped versions based on a highly efficient algorithm that interpolates von ...
    • Real-time Local Displacement using Dynamic GPU Memory Management 

      Schäfer, Henry; Keinert, Benjamin; Stamminger, Marc (ACM, 2013)
      We propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. ...
    • Real-time Locomotion Controller using an Inverted-Pendulum-based Abstract Model 

      Hwang, Jaepyung; Kim, Jongmin; Suh, Il Hong; Kwon, Taesoo (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      In this paper, we propose a novel motion controller for the online generation of natural character locomotion that adapts to new situations such as changing user control or applying external forces. This controller ...
    • Real-Time Marching Cubes on the Vertex Shader 

      Goetz, Frank; Junklewitz, Theodor; Domik, Gitta (The Eurographics Association, 2005)
      In this paper we propose a new approach for visualizing volumetric datasets by their isosurfaces. For an interactive isosurface reconstruction an optimized version of the well-known marching cubes algorithm is used. We ...
    • Real-Time Marker Tracking with Microsoft Kinect 

      Gunter, Alexander; Robb, Andrew; Jones, J. Adam (The Eurographics Association, 2016)
      In this document, we discuss a work-in-progress which will implement real-time marker tracking with the Microsoft Kinect. The Kinect uses an infrared depth sensor to capture 3D video, and retroreflective surfaces are not ...
    • Real-Time Maximum Intensity Projection 

      Mroz, Lukas; König, Andreas; Gröller, Eduard (Springer and The Eurographics Association, 1999)
      Maximum Intensity Projection (MIP) is a volume rendering technique which is used to extract high-intensity structures from volumetric data. At each pixel the highest data value encountered along the corresponding viewing ...
    • Real-Time Metaball Ray Casting with Fragment Lists 

      Szécsi, László; Illés, Dávid (The Eurographics Association, 2012)
      In this paper we describe a method for rendering particle-based medium representations. The algorithm builds per-pixel lists of relevant metaballs, then incrementally constructs a piecewise polynomial approximation of ...
    • Real-Time Modelling and Rendering of Sprayed Concrete 

      Vélez, G.; Matey, L.; Amundarain, A.; Ordás, F.; Marín, J.A. (The Eurographics Association, 2021)
      This paper presents a new real-time method to model and render how sprayed concrete is spread on a surface. The method not only models and renders deposits sprayed from any angle, any distance and with any concrete flow, ...
    • Real-Time Modelling of Fibrous Muscle 

      Kohout, J.; Kukacka, M. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      Relatively recently it has become apparent that providing human kind with a better healthcare requires personalized, predictive and integrative medicine, for which the building of virtual physiological human (VPH) framework ...