Now showing items 9-22 of 22

    • Interactive Additive Diffraction Synthesis 

      Lee, Sangmin; Lee, Sungkil (The Eurographics Association, 2016)
      Lens flare, comprising diffraction patterns of direct lights and ghosts of an aperture, is one of artistic artifacts in optical systems. The generation of far-field diffraction patterns has commonly used Fourier transform ...
    • Interactive Monte-Carlo Ray-Tracing Upsampling 

      Boughida, Malik; Groueix, Thibault; Boubekeur, Tamy (The Eurographics Association, 2016)
      We propose a practical method to approximate global illumination at interactive framerates for dynamic scenes. We address multi-bounce, visibility-aware indirect lighting, for diffuse to moderately glossy materials, relying ...
    • No-infill 3D Printing 

      Wei, Xiaoran; Geng, Guohua; Zhang, Yuhe (The Eurographics Association, 2016)
      This paper introduces a partition method for printing hollow objects without infill via Fused Deposition Modeling (FDM), which is one of the most widely used 3D-printing technology. We linked the partition problem to the ...
    • Physically-based Rendering of Highly Scattering Fluorescent Solutions using Path Tracing 

      Abdellah, Marwan; Bilgili, Ahmet; Eilemann, Stefan; Markram, Henry; Schürmann, Felix (The Eurographics Association, 2016)
      We introduce a physically-plausible Monte Carlo rendering technique that is capable of treating highly scattering participating media in the presence of fluorescent mixtures. Our model accounts for the actual intrinsic ...
    • A Practical GPU-accelerated Method for the Simulation of Naval Objects on Irregular Waves 

      Bezgodov, Alexey; Karsakov, Andrey (The Eurographics Association, 2016)
      This paper introduce a new method for real-time simulation of naval objects (such as vessels, ships, buoys and lifejackets) with six degrees of freedom on irregular waves. Thus method is based on hydrodynamic and hydrostatic ...
    • Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming 

      Ozawa, Tadahiro; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo (The Eurographics Association, 2016)
      Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light ...
    • Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map 

      Mochida, Keisuke; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo (The Eurographics Association, 2016)
      Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects ...
    • Real-Time Video Texture Synthesis for Multi-Frame Capsule Endoscopy Visualization 

      Ecker, Ady (The Eurographics Association, 2016)
      We present a real-world application of real-time video texture synthesis for capsule endoscopy
    • Rig-Space Motion Retargeting 

      Hu, Lin-Chuan; Chang, Ming-Hsu; Chuang, Yung-Yu (The Eurographics Association, 2016)
      This paper presents a framework for transferring rig parameters from a source animation to a target model, allowing artists to further refine and adjust the animation. Most previous methods only transfer animations to ...
    • Skyglow: Towards a Night-time Illumination Model for Urban Environments 

      Minor, Tom; Poncelet, Robert R.; Anderson, Eike Falk (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 ...
    • Terracotta Reassembly from Fragments Based on Surface Ornamentation Adjacency Constraints 

      Zhang, Yuhe; Geng, Guohua; Wei, Xiaoran; Zhang, Shunli (The Eurographics Association, 2016)
      This paper introduces a method that enables the reassembly of fragments with incompleteness in fracture surfaces and break-curves. The incompleteness of the fracture surfaces and break-curves, both contribute to the failure ...
    • Tiled Depth of Field Splatting 

      Selgrad, Kai; Franke, Linus; Stamminger, Marc (The Eurographics Association, 2016)
      We present a method to compute post-processing depth of field (DOF) that produces more accurate results than previous approaches. Our method is based on existing approaches, namely DOF rendering by splatting and fast, ...
    • Tonal Art Maps with Image Space Strokes 

      Szécsi, László; Szirányi, Marcell; Kacsó, Ágota (The Eurographics Association, 2016)
      This paper presents a hybrid hatching solution that uses robust and fast texture space hatching to gather stroke fragments, but fits stylized brush strokes over those fragments in image space. Thus we obtain a real-time ...
    • Transferring and Animating a non T-pose Model to a T-pose Model 

      Hajari, Nasim; Cheng, Irene; Basu, Anup (The Eurographics Association, 2016)
      Non T-pose animation is a technique that attempts to generate natural transformations between any non T-pose skeletons to the neutral T-pose skeleton. It is not always easy to extract or embed a T-pose animation skeleton ...