Now showing items 9155-9174 of 17316

    • Massively Parallel Batch Neural Gas for Bounding Volume Hierarchy Construction 

      Weller, René; Mainzer, David; Srinivas, Abhishek; Teschner, Matthias; Zachmann, Gabriel (The Eurographics Association, 2014)
      Ordinary bounding volume hierarchy (BVH) construction algorithms create BVHs that approximate the boundary of the objects. In this paper, we present a BVH construction that instead approximates the volume of the objects ...
    • A Massively Parallel CUDA Algorithm to Compute and Visualize the Solvent Excluded Surface for Dynamic Molecular Data 

      Schäfer, Marco; Krone, Michael (The Eurographics Association, 2019)
      The interactive visualization of molecular surfaces can help users to understand the dynamic behavior of proteins in molecular dynamics simulations. These simulations play an important role in biochemical and pharmaceutical ...
    • Massively Parallel Hierarchical Scene Processing with Applications in Rendering 

      Vinkler, Marek; Bittner, Jiří; Havran, Vlastimil; Hapala, Michal (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present a novel method for massively parallel hierarchical scene processing on the GPU, which is based on sequential decomposition of the given hierarchical algorithm into small functional blocks. The computation is ...
    • Massively Parallel Large Scale Inundation Modelling 

      Rak, Arne; Guthe, Stefan; Mewis, Peter (The Eurographics Association, 2022)
      Over the last 20 years, flooding has been the most common natural disaster, accounting for 44.7% of all disasters, affecting about 1.65 billion people worldwide and causing roughly 105 thousand deaths†. In contrast to other ...
    • Massively Parallel Multiclass Object Recognition 

      Sedding, Helmut; Deger, Ferdinand; Dammertz, Holger; Bouecke, Jan; Lensch, Hendrik P. A. (The Eurographics Association, 2010)
      We present a massively parallel object recognition system based on a cortex-like structure. Due to its nature, this general, biologically motivated system can be parallelized efficiently on recent many-core graphics ...
    • Massively-Parallel Proximity Queries for Point Clouds 

      Kaluschke, Max; Zimmermann, Uwe; Danzer, Marinus; Zachmann, Gabriel; Weller, Rene (The Eurographics Association, 2014)
      We present a novel massively-parallel algorithm that allows real-time distance computations between arbitrary 3D objects and unstructured point cloud data. Our main application scenario is collision avoidance for robots ...
    • Massless Cable for Real-time Simulation 

      Servin, M.; Lacoursiere, C. (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      A technique for real-time simulation of hoisting cable systems based on a multibody nonideal constraint is presented. The hoisting cable constraint is derived from the cable internal energies for stretching and twisting. ...
    • Master-hand Attributions of Classical Greek Sculptors by 3D-Analysis at Olympia - Some Preliminary Remarks 

      Patay-Horváth, András (The Eurographics Association, 2014)
      The sculptural decoration of the temple of Zeus at Olympia is nowadays generally considered as one of the most important and most magnificent works of ancient Greek art. The fragments have been thoroughly studied since ...
    • Mastering Digital Materiality in Immersive Modelling 

      Israel, Johann Habakuk; Mauderli, Laurence; Greslin, Laurent (ACM, 2013)
      In theory, the potential to use virtual reality systems for creating visually rich and free-spirited models and prototypes is high. In contrast, immersive modelling is not relevant in today's design practice and design ...
    • Mastering the Information Age Solving Problems with Visual Analytics 

      Keim, Daniel; Kohlhammer, Jörn; Ellis, Geoffrey; Mansmann, Florian (Eurographics Association, 2010)
      Today, in many spheres of human activity, massive amounts of data are collected and stored. As the volumes of data available to lawmakers, civil servants, business people and scientists increase, their effective use ...
    • MatCap Decomposition for Dynamic Appearance Manipulation 

      Zubiaga, Carlos Jorge; Muñoz, Adolfo; Belcour, Laurent; Bosch, Carles; Barla, Pascal (The Eurographics Association, 2015)
      In sculpting software, MatCaps (a shorthand for "Material Capture") are often used by artists as a simple and efficient way to design appearance. Similar to LitSpheres, they convey material appearance into a single image ...
    • Matching and Interpolation of Shapes using Unions of Circles 

      Ranjan, V.; Fournier, A. (Blackwell Science Ltd and the Eurographics Association, 1996)
      While the notion of shape of an object is very intuitive, its precise definition is very elusive, and defining a useful metric for the shape distance between objects is a difficult endeavor. At the same time many successful ...
    • Matching Humans with Different Connectivity 

      Melzi, S.; Marin, R.; Rodolà, E.; Castellani, U.; Ren, J.; Poulenard, A.; Wonka, P.; Ovsjanikov, M. (The Eurographics Association, 2019)
      Objects Matching is a ubiquitous problem in computer science with particular relevance for many applications; property transfer between 3D models and statistical study for learning are just some remarkable examples. The ...
    • Matching of Deformable Shapes with Topological Noise 

      Lähner, Z.; Rodolà, E.; Bronstein, M. M.; Cremers, D.; Burghard, O.; Cosmo, L.; Dieckmann, A.; Klein, R.; Sahillioglu, Y. (The Eurographics Association, 2016)
      A particularly challenging setting of the shape matching problem arises when the shapes being matched have topological artifacts due to the coalescence of spatially close surface regions - a scenario that frequently occurs ...
    • MatchPad: Interactive Glyph-Based Visualization for Real-Time Sports Performance Analysis 

      Legg, Philip; Chung, David H. S.; Parry, Matthew L.; Jones, Mark W.; Long, Rhys; Griffiths, Iwan W.; Chen, Min (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      Today real-time sports performance analysis is a crucial aspect of matches in many major sports. For example, in soccer and rugby, team analysts may annotate videos during the matches by tagging specific actions and events, ...
    • The Matchstick Model for Anisotropic Friction Cones 

      Erleben, K.; Macklin, M.; Andrews, S.; Kry, P. G. (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
      Inspired by frictional behaviour that is observed when sliding matchsticks against one another at different angles, we propose a phenomenological anisotropic friction model for structured surfaces. Our model interpolates ...
    • MaterIA: Single Image High-Resolution Material Capture in the Wild 

      Martin, Rosalie; Roullier, Arthur; Rouffet, Romain; Kaiser, Adrien; Boubekeur, Tamy (The Eurographics Association and John Wiley & Sons Ltd., 2022)
      We propose a hybrid method to reconstruct a physically-based spatially varying BRDF from a single high resolution picture of an outdoor surface captured under natural lighting conditions with any kind of camera device. ...
    • Material and Lighting Reconstruction for Complex Indoor Scenes with Texture-space Differentiable Rendering 

      Nimier-David, Merlin; Dong, Zhao; Jakob, Wenzel; Kaplanyan, Anton (The Eurographics Association, 2021)
      Modern geometric reconstruction techniques achieve impressive levels of accuracy in indoor environments. However, such captured data typically keeps lighting and materials entangled. It is then impossible to manipulate the ...
    • Material Based Splashing of Water Drops 

      Garg, Kshitiz; Krishnan, Gurunandan G.; Nayar, Shree K. (The Eurographics Association, 2007)
      The splashing of a water drop is a fascinating phenomenon that results from a variety of complex interactions between the drop and the material it impacts. In general, the distribution of droplets of a splash depends on ...
    • The Material Definition Language 

      Kettner, L.; Raab, M.; Seibert, D.; Jordan, J.; Keller, A. (The Eurographics Association, 2015)
      We introduce the physically-based Material Definition Language (MDL). Based on the principle of strictly separating material definition and rendering algorithms, each MDL material is applicable across different rendering ...