EG 2004 Conference Proceedings

Recent Submissions

  • Image-based Relighting, and Computer Vision 

    Dutre, Philip (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Image-based techniques have become very popular over the past couple of years. Ranging from modeling to rendering and lighting, the use of images as direct input for graphics algorithms has become as important as processing ...
  • Applied Geometry:Discrete Differential Calculus for Graphics 

    Desbrun, Mathieu (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Geometry has been extensively studied for centuries, almost exclusively from a differential point of view. However, with the advent of the digital age, the interest directed to smooth surfaces has now partially shifted due ...
  • Immersive Integration of Physical and Virtual Environments 

    Fuchs, Henry (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    We envision future work and play environments in which the user's computing interface is more closely integrated with the physical surroundings than today's conventional computer display screens and keyboards.We are working ...
  • High Resolution Acquisition, Learning and Transfer of Dynamic 3-D Facial Expressions 

    Wang, Yang; Huang, Xiaolei; Lee, Chan-Su; Zhang, Song; Li, Zhiguo; Samaras, Dimitris; Metaxas, Dimitris; Elgammal, Ahmed; Huang, Peisen (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic ...
  • Hierarchical Retargetting of Fine Facial Motions 

    Na, Kyunggun; Jung, Moonryul (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    We present a novel technique for retargetting captured facial animation to new facial models. We use dense motion data that can express fine motions such as wrinkles. We use a normal mesh, which is a special multi-resolution ...
  • VOTS: VOlume doTS as a Point-Based Representation of Volumetric Data 

    Grimm, Soeren; Bruckner, Stefan; Kanitsar, Armin; Groeller, Eduard (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    We present Volume dots (Vots), a new primitive for volumetric data modelling, processing, and rendering. Vots are a point-based representation of volumetric data. An individual Vot is specified by the coefficients of a ...
  • Exchanging Faces in Images 

    Blanz, Volker; Scherbaum, Kristina; Vetter, Thomas; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Pasting somebody's face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from the same viewpoint and with the same illumination. ...
  • Deferred Splatting 

    Guennebaud, Gael; Barthe, Loic; Paulin, Mathias (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of ...
  • Optimized Sub-Sampling of Point Sets for Surface Splatting 

    Wu, Jainhua; Kobbelt, Leif (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Using surface splats as a rendering primitive has gained increasing attention recently due to its potential for high-performance and high-quality rendering of complex geometric models. However, as with any other rendering ...
  • Hardware-Accelerated Rendering of Photo Hulls 

    Li, Ming; Magnor, Marcus; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    This paper presents an efficient hardware-accelerated method for novel view synthesis from a set of images or videos. Our method is based on the photo hull representation, which is the maximal photo-consistent shape. We ...
  • Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful 

    Bittner, Jiri; Wimmer, Michael; Piringer, Harald; Purgathofer, Werner (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of ...
  • GPU-Based Nonlinear Ray Tracing 

    Weiskopf, Daniel; Schafhitzel, Tobias; Ertl, Thomas (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ...
  • A Progressive Rendering Algorithm Using an Adaptive Perceptually Based Image Metric 

    Farrugia, Jean-Philippe; Peroche, Bernard (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    In this paper, we propose to solve the global illumination problem through a progressive rendering method relying on an adaptive sampling of the image space. The refinement of this sample scheme is driven by an image metric ...
  • Point Cloud Collision Detection 

    Klein, Jan; Zachmann, Gabriel (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    In the past few years, many efficient rendering and surface reconstruction algorithms for point clouds have been developed. However, collision detection of point clouds has not been considered until now, although this is ...
  • Interference Detection for Subdivision Surfaces 

    Wu, Xiaobin; Peters, Joerg (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Accurate and robust interference detection and ray-tracing of subdivision surfaces requires safe linear approximations. Approximation of the limit surface by the subdivided control polyhedron can be both inaccurate and, ...
  • Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic - 

    Wald, Ingo; Guenther, Johannes; Slusallek, Philipp (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Photon mapping is one of the most important algorithms for computing global illumination. Especially for efficiently producing convincing caustics, there are no real alternatives to photon mapping. On the other hand, photon ...
  • Combined Correlated and Importance Sampling in Direct Light Source Computation and Environment Mapping 

    Szecsi, Laszlo; Sbert, Mateu; Szirmay-Kalos, Laszlo (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    This paper presents a general variance reduction method that is a quasi-optimal combination of correlated and importance sampling. The weights of the combination are selected automatically in order to keep the merits of ...
  • Measurement-Based Interactive Simulation of Viscoelastic Solids 

    Schoner, Jeffrey L.; Lang, Jochen; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Animation of viscoelastic solids in entertainment and medical applications as well as scientific simulation can be improved through observations of real world objects. This paper presents a method for simulating viscoelastic ...
  • DiFi: Fast 3D Distance Field Computation Using Graphics Hardware 

    Sud, Avneesh; Otaduy, Miguel A.; Manocha, Dinesh (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    We present an algorithm for fast computation of discretized 3D distance fields using graphics hardware. Given a set of primitives and a distance metric, our algorithm computes the distance field for each slice of a uniform ...
  • Synthesizing Sound from Turbulent Field using Sound Textures for Interactive Fluid Simulation 

    Dobashi, Yoshinori; Yamamoto, Tsuyoshi; Nishita, Tomoyuki (The Eurographics Association and Blackwell Publishing, Inc, 2004)
    Sound is an indispensable element for the simulation of a realistic virtual environment. Therefore, there has been much recent research focused on the simulation of realistic sound effects. This paper proposes a method for ...

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