Now showing items 29-34 of 34

    • Skeleton based Vertex Connection Resampling for Bidirectional Path Tracing 

      Noël, Laurent; Biri, Venceslas (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Bidirectional path tracing is known to perform poorly for the rendering of highly occluded scenes. Indeed, the connection strategy between light and eye subpaths does not take into account the visibility factor, presenting ...
    • A Suggestive Interface for Sketch-based Character Posing 

      Lv, Pei; Wang, Pengjie; Xu, Weiwei; Chai, Jinxiang; Zhang, Mingmin; Pan, Zhigeng; Xu, Mingliang (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a user-friendly suggestive interface for sketch-based character posing. Our interface provides suggestive information on the sketching canvas in succession by combining image retrieval technique with 3D character ...
    • TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds 

      Wang, Zhendong; Tang, Min; Tong, Ruofeng; Manocha, Dinesh (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on ...
    • Tone- and Feature-Aware Circular Scribble Art 

      Chiu, Chun-Chia; Lo, Yi-Hsiang; Lee, Ruen-Rone; Chu, Hung-Kuo (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Circular scribble art is a kind of line drawing where the seemingly random, noisy and shapeless circular scribbles at microscopic scale constitute astonishing grayscale images at macroscopic scale. Such a delicate skill ...
    • Towards Automatic Band-Limited Procedural Shaders 

      Dorn, Jonathan; Barnes, Connelly; Lawrence, Jason; Weimer, Westley (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Procedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing ...
    • Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination 

      Tokuyoshi, Yusuke (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high-frequency ...