Now showing items 6114-6133 of 17316

    • g-BRDFs: An Intuitive and Editable BTF Representation 

      Menzel, N.; Guthe, M. (The Eurographics Association and Blackwell Publishing Ltd, 2009)
      Measured reflection data such as the bidirectional texture function (BTF) represent spatial variation under the full hemisphere of view and light directions and offer a very realistic visual appearance. Despite its ...
    • G1 Hierarchical Bezier Surface over Arbitrary Meshes 

      Bercovier, M.; Volpin, O. (Blackwell Publishers Ltd and the Eurographics Association, 1999)
      This paper presents a method for constructing composite surfaces based on a collection of quadrilateral patches. A global parameterization using bilinear quadrilateral meshes and FEM like minimization procedure are introduced. ...
    • G1 Smoothing Solid Objects by Bicubic Bezier Patches 

      Liang, Youdong; Ye, Xiuzi; Fang, Shiaofen (Eurographics Association, 1988)
      A general and unified method is presented for generating a wide range of 3D objects by smoothing the vertices and edges of a given polyhedron with arbitrary topology using bicubic Bezier patches. The common solution to the ...
    • G2 Surface Interpolation Over General Topology Curve Networks 

      Salvi, Péter; Várady, Tamás (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      The basic idea of curve network-based design is to construct smoothly connected surface patches, that interpolate boundaries and cross-derivatives extracted from the curve network. While the majority of applications demands ...
    • G2 Tensor Product Splines over Extraordinary Vertices 

      Loop, Charles; Schaefer, Scott (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a second order smooth filling of an n-valent Catmull-Clark spline ring with n biseptic patches. While an underdetermined biseptic solution to this problem has appeared previously, we make several advances in ...
    • GA based Adaptive Sampling for Image-based Walkthrough 

      Lee, Dong Hoon; Kim, Jong Ryul; Jung, Soon Ki (The Eurographics Association, 2006)
      This paper presents an adaptive sampling method for image-based walkthrough. Our goal is to select minimal sets from the initially dense sampled data set, while guaranteeing a visual correct view from any position in any ...
    • GA-Sketching: Shape Modeling from Multi-View Sketching with Geometry-Aligned Deep Implicit Functions 

      Zhou, Jie; Luo, Zhongjin; Yu, Qian; Han, Xiaoguang; Fu, Hongbo (The Eurographics Association and John Wiley & Sons Ltd., 2023)
      Sketch-based shape modeling aims to bridge the gap between 2D drawing and 3D modeling by providing an intuitive and accessible approach to create 3D shapes from 2D sketches. However, existing methods still suffer from ...
    • GaCoVi: a Correlation Visualization to Support Interpretability-Aware Feature Selection for Regression Models 

      Rojo, Diego; Htun, Nyi Nyi; Verbert, Katrien (The Eurographics Association, 2020)
      The recent growth of interest in explainable artificial intelligence (XAI) has resulted in a large number of research efforts to provide accountable and transparent machine learning systems. Although a large volume of ...
    • Gait Parameters while Walking in a Head-mounted Display Virtual Environment and the Real World 

      Mohler, Betty J.; Campos, Jennifer L.; Weyel, Michael B.; Bülthoff, Heinrich H. (The Eurographics Association, 2007)
      Full-body motion tracking data was collected for six subjects during free walking. Each participant was asked to walk to a previously seen target under four experimental conditions: eyes closed within the real world, eyes ...
    • Galactica, a Digital Planetarium that explores the Solar System and the Milky Way 

      D'Alpuim, Jorge; Dias, Miguel Sales (The Eurographics Association, 2020)
      This paper describes a new Digital Planetarium system that allows interactive visualization of astrophysical data and phenomena in an immersive virtual reality (VR) setting. Taking advantage of the Cave Hollowspace at ...
    • Galilean Invariant Extraction and Iconic Representation of Vortex Core Lines 

      Sahner, Jan; Weinkauf, Tino; Hege, Hans-Christian (The Eurographics Association, 2005)
      While vortex region quantities are Galilean invariant, most methods for extracting vortex cores depend on the frame of reference. We present an approach to extracting vortex core lines independently of the frame of reference ...
    • GAMA X - Uma arquitectura software para o desenvolvimento semi-automático de interfaces utilizador-sistema 

      Campos, José Francisco Creissac; Martins, Fernando Mário (The Eurographics Association, 2023)
      Apresenta-se neste artigo um arquitectura software destinada a fornecer o suporte tecnológico ao desenvolvimento de Interfaces Utilizador no enquadramento de uma metodologia rigorosa para o desenvolvimento de Sistemas ...
    • Game Based Interfaces 

      Diener, Holger; Schumacher, Hagen (Eurographics Association, 2001)
      Complex menu and dialog structures prevent users from working intuitively with standard applications. In this paper, a new kind of user interface is suggested based on concepts of computer games. Defining a new structure ...
    • A Game Engine-based Multi-Projection Virtual Environment with System-Level Synchronization 

      Hashimoto, Naoki; Ishida, Yoshihiko; Sato, Makoto (The Eurographics Association, 2005)
      In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on ...
    • Game Level Layout from Design Specification 

      Ma, Chongyang; Vining, Nicholas; Lefebvre, Sylvain; Sheffer, Alla (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally ...
    • Game-Based Training in an Interactive Environment by means of OpenCrimeScene 

      Brennecke, Angela; Schlechtweg, Stefan; Schumann, Heidrun (The Eurographics Association, 2008)
      This paper presents a novel approach towards training with game elements in an interactive environment by means of OpenCrimeScene, a virtual 3D training system for crime scene investigation (CSI). The application is designed ...
    • Game-based Transformations: A Playful Approach to Learning Transformations in Computer Graphics 

      Eisemann, Martin (The Eurographics Association, 2023)
      In this paper, we present a playful and game-based learning approach to teaching transformations in a second-year undergraduate computer graphics course. While the theoretical concepts were taught in class, the exercise ...
    • Games For Sketch Data Collection 

      Johnson, Gabe; Do, Ellen Yi-Luen (The Eurographics Association, 2009)
      This article describes sketching games made for the purpose of collecting data about how people make and describe hand-made drawings. The approach leverages human computation, whereby players provide information about ...
    • Gamification Mechanics for Playful Virtual Reality Authoring 

      Naraghi-Taghi-Off, Ramtin; Horst, Robin; Dörner, Ralf (The Eurographics Association, 2020)
      An increasing number of companies, businesses and educational institutions are becoming familiar with the term gamification, which is about integrating game elements into a non-playful context. Gamification is becoming ...
    • Gaming in Elliptic Geometry 

      Szirmay-Kalos, Laszlo; Magdics, Milán (The Eurographics Association, 2021)
      An interesting way to explore curved spaces is to play games governed by the rules of non-Euclidean geometries. However, modeling tools and game engines are developed with Euclidean geometry in mind. This paper addresses ...