Now showing items 12354-12373 of 17315

    • Real-Time Per-pixel Rendering of Bump-mapped Textures Captured using Photometric Stereo 

      Robb, M.; Spence, A.D.; Chantler, M.J.; Timmins, M. (The Eurographics Association, 2003)
      We present recent results from an EPSRC funded project VirTex (Virtual Textile Catalogues). The goal of this project is to develop graphics and image-processing software for the capture, storage, search, retrieval and ...
    • Real-Time Planning for Parameterized Human Motion 

      Lo, Wan-Yen; Zwicker, Matthias (The Eurographics Association, 2008)
      We present a novel approach to learn motion controllers for real-time character animation based on motion capture data. We employ a tree-based regression algorithm for reinforcement learning, which enables us to generate ...
    • Real-Time Point Cloud Refinement 

      Guennebaud, G.; Barthe, L.; Paulin, M. (The Eurographics Association, 2004)
      Splatting-based rendering techniques are currently the best choice for efficient high quality rendering of pointbased geometries. However, such techniques are not suitable for large magnification, especially when the object ...
    • Real-Time Procedural Animation of Trees 

      Barron, Jeremy T.; Sorge, Brian P.; Davis, Timothy A. (Eurographics Association, 2001)
      Creating models of living flora, such as trees and grass, has been a challenge in computer graphics for many years. Animating these objects to move realistically in reaction to natural phenomena, such as wind and rain, ...
    • A Real-Time Raster Scan Display for 3-D Graphics 

      D.Jackèl,; Günther, H.; Herwig, B.; Rüsseler, H. (The Eurographics Association, 1989)
      This paper describes the architecture of a raster scan display for real-time visualisation of shaded polygons. A performance of 15-106 Phong shaded pixels per second is a primary goal of a pipelined rendering processor. ...
    • Real-Time Ray Tracer for Visualizing Massive Models on a Cluster 

      Ize, Thiago; Brownlee, Carson; Hansen, Charles D. (The Eurographics Association, 2011)
      We present a state of the art read-only distributed shared memory (DSM) ray tracer capable of fully utilizing modern cluster hardware to render massive out-of-core polygonal models at real-time frame rates. Achieving this ...
    • Real-Time Ray Tracing of Micro-Poly Geometry with Hierarchical Level of Detail 

      Benthin, Carsten; Peters, Christoph (The Eurographics Association and John Wiley & Sons Ltd., 2023)
      In recent work, Nanite has demonstrated how to rasterize virtualized micro-poly geometry in real time, thus enabling immense geometric complexity. We present a system that employs similar methods for real-time ray tracing ...
    • Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects 

      Dietrich, Andreas; Wurster, Jan; Kam, Eric; Gierlinger, Thomas (The Eurographics Association, 2019)
      Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically ...
    • Real-Time Ray Tracing Using Nvidia OptiX 

      Ludvigsen, Holger; Elster, Anne Cathrine (The Eurographics Association, 2010)
      Modern GPUs with their several hundred cores and more accessible programming models are becoming attractive devices for compute-intensive applications. They are particularly well suited for applications, such as image ...
    • Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces 

      Hadwiger, Markus; Sigg, Christian; Scharsach, Henning; Buehler, Khatja; Gross, Markus (The Eurographics Association and Blackwell Publishing, Inc, 2005)
    • Real-time Realistic Illumination and Shading of Stratiform Clouds 

      Bouthors, Antoine; Neyret, Fabrice; Lefebvre, Sylvain (The Eurographics Association, 2006)
      Realistic rendering of clouds involves solving the complex interaction of light within the cloud and with its environment. Interactive methods achieve efficient cloud rendering by ignoring several lighting effects. However, ...
    • Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF 

      Bruneton, Eric; Neyret, Fabrice; Holzschuch, Nicolas (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave ...
    • Real-time Realistic Rendering and Lighting of Forests 

      Bruneton, Eric; Neyret, Fabrice (The Eurographics Association and John Wiley and Sons Ltd., 2012)
      Realistic real-time rendering and lighting of forests is an important aspect for simulators and video games. This is a difficult problem, due to the massive amount of geometry: aerial forest views display millions of trees ...
    • Real-time Realistic Voxel-based Rendering 

      Chang, S.-H.; Lai, Yu-Chi; Niu, Yuzhen; Liu, Feng; Hua, K.-L. (The Eurographics Association, 2011)
      With the advance of graphics hardware, setting 3D texture as render target is newly available to allow voxelization algorithms to record the existence, color and normal information in a voxel directly without specific ...
    • Real-time Reconstruction of PseudoWide-angle Images with an Approximating Depth Model 

      Honda, Kenji; Hashimoto, Naoki; Sato, Makoto (The Eurographics Association, 2007)
      Recently, interactive contents with high quality images are widely used in various areas. One of the ways that makes the contents more realistic is displaying them as covering viewer's field-of-view. However, the view-angle ...
    • Real-time Reflection using Ray Tracing with Geometry Field 

      Li, Shengying; Fan, Zhe; Yin, Xiaotian; Mueller, Klaus; Kaufman, Arie E.; Gu, Xianfeng (The Eurographics Association, 2006)
      A novel method for accurate reflections in real time is introduced using ray tracing in geometry fields, which combine light fields with geometry images. The geometry field of a surface is defined ray space, mapping a ray ...
    • Real-time Reflective and Refractive Novel-view Synthesis 

      Lochmann, Gerrit; Reinert, Bernhard; Ritschel, Tobias; Müller, Stefan; Seidel, Hans-Peter (The Eurographics Association, 2014)
      We extend novel-view image synthesis from the common diffuse and opaque image formation model to the reflective and refractive case. Our approach uses a ray tree of RGBZ images, where each node contains one RGB light path ...
    • Real-time Rendering and Animation of Plentiful Flames 

      Bridault, Flavien; Leblond, Michel; Rousselle, François; Renaud, Christophe (The Eurographics Association, 2007)
      Rendering and animating flames in real time is a great challenge because of the complexity of the combustion process. While few models succeeded in simulating a single fire in real time, none tried to handle a large number ...
    • Real-time Rendering and Animation of Vegetation 

      Habel, Ralf (Habel, Jan 2009)
      Vegetationsdarstellung und Animation in Echtzeitapplikationen stellen immernoch ein grosses Problem aufgrund der inhärenten Komplexität vonPanzen dar. Sowohl die geometrische Komplexität als auch der ...
    • Real-Time Rendering and Editing of Vector-based Terrains 

      Bruneton, Eric; Neyret, Fabrice (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landscape can be explored in real time at any ...