Now showing items 40-49 of 49

    • SAH Guided Spatial Split Partitioning for Fast BVH Construction 

      Ganestam, Per; Doggett, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a new SAH guided approach to subdividing triangles as the scene is coarsely partitioned into smaller sets of spatially coherent triangles. Our triangle split approach is integrated into the partitioning stage ...
    • Seamless Video Stitching from Hand-held Camera Inputs 

      Lin, Kaimo; Liu, Shuaicheng; Cheong, Loong-Fah; Zeng, Bing (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Images/videos captured by portable devices (e.g., cellphones, DV cameras) often have limited fields of view. Image stitching, also referred to as mosaics or panorama, can produce a wide angle image by compositing several ...
    • Single Image Weathering via Exemplar Propagation 

      Iizuka, Satoshi; Endo, Yuki; Kanamori, Yoshihiro; Mitani, Jun (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      This paper presents an efficient approach for generating weathering effects with detailed appearance variations in a single image. Previous approaches merely change chroma or reflectance of weathered objects, which is not ...
    • SMARTCANVAS: Context-inferred Interpretation of Sketches for Preparatory Design Studies 

      Zheng, Youyi; Liu, Han; Dorsey, Julie; Mitra, Niloy J. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      In early or preparatory design stages, an architect or designer sketches out rough ideas, not only about the object or structure being considered, but its relation to its spatial context. This is an iterative process, where ...
    • Smooth Image Sequences for Data-driven Morphing 

      Averbuch-Elor, Hadar; Cohen-Or, Daniel; Kopf, Johannes (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Smoothness is a quality that feels aesthetic and pleasing to the human eye. We present an algorithm for finding ''as-smoothas- possible'' sequences in image collections. In contrast to previous work, our method does not ...
    • Space-Time Co-Segmentation of Articulated Point Cloud Sequences 

      Yuan, Qing; Li, Guiqing; Xu, Kai; Chen, Xudong; Huang, Hui (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Consistent segmentation is to the center of many applications based on dynamic geometric data. Directly segmenting a raw 3D point cloud sequence is a challenging task due to the low data quality and large inter-frame ...
    • Sparse Representation of Terrains for Procedural Modeling 

      Guérin, Eric; Digne, Julie; Galin, Eric; Peytavie, Adrien (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      In this paper, we present a simple and efficient method to represent terrains as elevation functions built from linear combinations of landform features (atoms). These features can be extracted either from real world ...
    • Structure-adaptive Shape Editing for Man-made Objects 

      Fu, Qiang; Chen, Xiaowu; Su, Xiaoyu; Li, Jia; Fu, Hongbo (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      One of the challenging problems for shape editing is to adapt shapes with diversified structures for various editing needs. In this paper we introduce a shape editing approach that automatically adapts the structure of a ...
    • Stylized Caustics: Progressive Rendering of Animated Caustics 

      Günther, Tobias; Rohmer, Kai; Rössl, Christian; Grosch, Thorsten; Theisel, Holger (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 ...
    • VBTC: GPU-Friendly Variable Block Size Texture Encoding 

      Krajcevski, Pavel; Golas, Abhinav; Ramani, Karthik; Shebanow, Michael; Manocha, Dinesh (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Recent advances in computer graphics have relied on high-quality textures in order to generate photorealistic real-time images. Texture compression standards meet these growing demands for data, but current texture compression ...