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Eye-tracktive: Measuring Attention to Body Parts when Judging Human Motions
(The Eurographics Association, 2015)
Virtual humans are often endowed with human-like characteristics to make them more appealing and engaging. Motion capture is a reliable way to represent natural motion on such characters, thereby allowing a wide range of ...
Adaptive LightSlice for Virtual Ray Lights
(The Eurographics Association, 2015)
We speed up the rendering of participating media with Virtual Ray Lights (VRLs) by clustering them in a preprocessing step. A subset of representative VRLs is then sampled from the clustering, which is used for the final ...
Quadratic Encoding for Hand Pose Reconstruction from Multi-Touch Input
(The Eurographics Association, 2015)
One of the most compelling challenges in virtual reality today is to allow users to carry out virtual manipulation tasks using their hands. Multi-touch devices are an interesting interface for this task, as they are widely ...
An Interactive Editing System for Visual Appearances of Fire and Explosions
(The Eurographics Association, 2015)
Synthetic volumetric fire and explosions are important visual effects used in many applications such as computer games and movies. For these applications, artists are often requested to achieve the desired visual appearance ...
Interactive HDR Environment Map Capturing on Mobile Devices
(The Eurographics Association, 2015)
Real world illumination, captured by digitizing devices, is beneficial to solve many problems in computer graphics. Therefore, practical methods for capturing this illumination are of high interest. In this paper, we present ...
Sketch-Based Controllers for Blendshape Facial Animation
(The Eurographics Association, 2015)
The blendshape approach is a widely used technique to generate realistic facial animation. However, creating blendshape facial animations using traditional weight editing tools requires either memorizing the function of a ...
Individual Time Stepping for SPH Fluids
(The Eurographics Association, 2015)
We present a novel adaptive stepping scheme for SPH fluids, in which particles have their own time-steps determined from local conditions, e.g. Courant condition. These individual time-steps are constrained for global ...
High-Quality Shadows for Streaming Terrain Rendering
(The Eurographics Association, 2015)
Rendering of large, detailed 3D terrains on commodity hardware has become possible through the use of raycasting, data caching and prefetching. Adding dynamic shadows as they appear during a day-night cycle remais a challenge ...
Improving k-buffer Methods via Occupancy Maps
(The Eurographics Association, 2015)
In this work, we investigate an efficient approach to treat fragment racing when computing k-nearest fragments. Based on the observation that knowing the depth position of the k-th fragment we can optimally find the k-closest ...