Now showing items 1-5 of 5

    • Effective Annotations Over 3D Models 

      Ponchio, F.; Callieri, M.; Dellepiane, M.; Scopigno, R. (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
      Annotation support in interactive systems is often considered a simple task by the CG community, since it entails the apparently easy selection of a region and its connection with some information. The reality appears more ...
    • Graph‐Based Wavelet Representation of Multi‐Variate Terrain Data 

      Cioaca, Teodor; Dumitrescu, Bogdan; Stupariu, Mihai‐Sorin (Copyright © 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Terrain data can be processed from the double perspective of computer graphics and graph theory. We propose a hybrid method that uses geometrical and vertex attribute information to construct a weighted graph reflecting ...
    • Scalable Feature‐Preserving Irregular Mesh Coding 

      El Sayeh Khalil, J.; Munteanu, A.; Denis, L.; Lambert, P.; Walle, R. (© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017)
      This paper presents a novel wavelet‐based transform and coding scheme for irregular meshes. The transform preserves geometric features at lower resolutions by adaptive vertex sampling and retriangulation, resulting in more ...
    • Structure‐Aware Mesh Decimation 

      Salinas, D.; Lafarge, F.; Alliez, P. (Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a novel approach for the decimation of triangle surface meshes. Our algorithm takes as input a triangle surface mesh and a set of planar proxies detected in a pre‐processing analysis step, and structured via an ...
    • A Survey of Real‐Time Crowd Rendering 

      Beacco, A.; Pelechano, N.; Andújar, C. (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
      In this survey we review, classify and compare existing approaches for real‐time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze ...