Now showing items 1-20 of 22

    • 3D Modelling Framework: an Incremental Approach 

      Almeida, Luis; Menezes, Paulo; Dias, Jorge (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 ...
    • A 3D Morphable Model of the Eye Region 

      Wood, Erroll; Baltrušaitis, Tadas; Morency, Louis-Philippe; Robinson, Peter; Bulling, Andreas (The Eurographics Association, 2016)
      We present the first 3D morphable model that includes the eyes, enabling gaze estimation and gaze re-targetting from a single image. Morphable face models are a powerful tool and are used for a range of tasks including ...
    • Acceptable System Latency for Gaze-Dependent Level of Detail Rendering 

      Chwesiuk, Michał; Mantiuk, Radoslaw (The Eurographics Association, 2016)
      Human visual system is unable to perceive all details in the entire field of view. High frequency features are noticeable only at a small angle of 1-2 degrees around the viewing direction. Therefore, it is a reasonable ...
    • Augmenting Physical Maps: an AR Platform for Geographical Information Visualization 

      Nóbrega, Rui; Jacob, João; Rodrigues, Rui; Coelho, António; Sousa, A. Augusto de (The Eurographics Association, 2016)
      Physical maps of a city or region are important pieces of geographical information for tourists and local citizens. Unfortunately the amount of information that can be presented on a piece of paper is limited. In order to ...
    • Conversion of CAD Models to Loop Subdivision Surfaces 

      Shen, Jingjing; Kosinka, Jirí (The Eurographics Association, 2016)
      We propose a general framework for converting a CAD model, which is a collection of trimmed NURBS surfaces, to a single Loop subdivision surface. We first apply a Delaunay-based meshing method to generate a template mesh ...
    • Efficient Point based Global Illumination on Intel MIC Architecture 

      Xu, Xiang; Wang, Pei; Wang, Beibei; Wang, Lu; Tu, Changhe; Meng, Xiangxu; Boubekeur, Tamy (The Eurographics Association, 2016)
      Point-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. The tree-cut computation is in general the most time consuming part of this algorithm, but it can be ...
    • Efficient Voxel Marking for Hierarchical Volumetric Fusion 

      Szirmay-Kalos, László; Tóth, Balázs; Umenhoffer, Tamás (The Eurographics Association, 2016)
      When fusing depth images into a 3D volumetric model, a crucial task is to mark macro-cells as empty or as intersected by the noisy surface represented by the depth image. This paper proposes a simple marking algorithm for ...
    • EUROGRAPHICS 2016: Posters Frontmatter 

      Luis Gonzaga Magalhães; Rafał Mantiuk (Eurographics Association, 2016)
    • 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, ...