Now showing items 4676-4695 of 12997

    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Gamut Mapping Spatially Varying Reflectance with an Improved BRDF Similarity Metric 

      Pereira, Thiago; Rusinkiewicz, Szymon (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      Recent spatially varying reflectance (svBRDF) printing systems can reproduce an input document as a combination of matte, glossy and metallic inks. Due to the limited number of inks, this reproduction process incurs some ...
    • gamutHeatMap: Visualizing the Colour Shift of Rendering Intent Transformations 

      Gat, Christopher; Zhang, Hanyu; German, Daniel M.; Tory, Melanie (The Eurographics Association, 2011)
      When a photograph is printed, its original colours are converted to those of the output medium using a rendering intent transformation. This process takes into consideration the colour properties of the paper and the printer ...
    • Gap-Sensitive Segmentation and Restoration of Digital Images 

      Sobiecki, Andre; Jalba, Andrei; Boda, Daniel; Diaconeasa, Adriana; Telea, Alexandru (The Eurographics Association, 2014)
      Many methods exist for removing defects such as gaps, cracks, and disconnections from digital shapes. However, most such methods have several limitations, such as removing both erroneous and important shape details, or ...
    • Garment Modeling from a Single Image 

      Zhou, Bin; Chen, Xiaowu; Fu, Qiang; Guo, Kan; Tan, Ping (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      Modeling of realistic garments is essential for online shopping and many other applications including virtual characters. Most of existing methods either require a multi-camera capture setup or a restricted mannequin pose. ...
    • Garment Motion Capture Using Color-Coded Patterns 

      Scholz, Volker; Stich, Timo; Keckeisen, Michael; Wacker, Markus; Magnor, Marcus (The Eurographics Association and Blackwell Publishing, Inc, 2005)
    • Garment Transfer for Quadruped Characters 

      Narita, Fumiya; Saito, Shunsuke; Kato, Takuya; Fukusato, Tsukasa; Morishima, Shigeo (The Eurographics Association, 2016)
      Modeling clothing to characters is one of the most time-consuming tasks for artists in 3DCG animation production. Transferring existing clothing models is a simple and powerful solution to reduce labor. In this paper, we ...
    • Gaseous Volume Visualization Using Particle Maps 

      Adabala, Neeharika; Manohar, Swami (Eurographics Association, 1999)
      This paper presents a new method of rendering gaseous volumes using particle maps which store the particles that model the gaseous volume. The particle maps enable quick estimation of densities within a gaseous volume ...