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Now showing items 11-20 of 31
Narrow Band FLIP for Liquid Simulations
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid ...
Near-Instant Capture of High-Resolution Facial Geometry and Reflectance
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We present a near-instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty-four cameras and six flashes which are fired in rapid succession ...
3D Modelling Framework: an Incremental Approach
(The Eurographics Association, 2016)
This paper presents a framework for on-line incremental 3D modeling useful for human computer interaction or telepresence applications. We aim a free viewpoint approach based on user's realistic representation to simulate ...
Garment Transfer for Quadruped Characters
(The Eurographics Association, 2016)
Modeling clothing to characters is one of the most time-consuming tasks for artists in 3DCG animation production. Transferring existing clothing models is a simple and powerful solution to reduce labor. In this paper, we ...
Skyglow: Towards a Night-time Illumination Model for Urban Environments
(The Eurographics Association, 2016)
For night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present ...
Animation Setup Transfer for 3D Characters
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We present a general method for transferring skeletons and skinning weights between characters with distinct mesh topologies. Our pipeline takes as inputs a source character rig (consisting of a mesh, a transformation ...
BRDF Representation and Acquisition
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and ...
Modeling and Estimation of Energy-Based Hyperelastic Objects
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
In this paper, we present a method to model hyperelasticity that is well suited for representing the nonlinearity of real-world objects, as well as for estimating it from deformation examples. Previous approaches suffer ...
Stylized Caustics: Progressive Rendering of Animated Caustics
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
In recent years, much work was devoted to the design of light editing methods such as relighting and light path editing. So far, little work addressed the target-based manipulation and animation of caustics, for instance ...
Texel Shading
(The Eurographics Association, 2016)
We have developed a texture space shading system built on modern graphics hardware. It begins with a conventional rasterization stage, but records texel accesses as shading work rather than running a shade per pixel. Shading ...