Search
Now showing items 11-20 of 22
Multi-View Stereo on Consistent Face Topology
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, ...
Analysis and Controlled Synthesis of Inhomogeneous Textures
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
Many interesting real-world textures are inhomogeneous and/or anisotropic. An inhomogeneous texture is one where various visual properties exhibit significant changes across the texture's spatial domain. Examples include ...
Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We address the problem of constructing appearance-preserving level of details (LoDs) of complex 3D models such as trees. We propose a hybrid method that combines the strengths of mesh and volume representations. Our main ...
Parallel BVH Construction using Progressive Hierarchical Refinement
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of ...
Performance-Based Biped Control using a Consumer Depth Camera
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target ...
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
Most recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their ...
Spatial Adjacency Maps for Translucency Simulation under General Illumination
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects ...
GPU Ray Tracing using Irregular Grids
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non-hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an ...
Fast Planar Harmonic Deformations with Alternating Tangential Projections
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We present a planar harmonic cage-based deformation method with local injectivity and bounded distortion guarantees, that is significantly faster than state-of-the-art methods with similar guarantees, and allows for real-time ...
Real-Time Linear BRDF MIP-Mapping
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We present a new technique to jointly MIP-map BRDF and normal maps. Starting with generating an instant BRDF map, our technique builds its MIP-mapped versions based on a highly efficient algorithm that interpolates von ...