Recent Submissions

  • Virtual Actors’ Behaviour for 3D Interactive Storytelling 

    Cavazza, Marc; Charles, Fred; Mead, Steven J.; Strachan, Alexander I. (Eurographics Association, 2001)
    In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine ...
  • 3dml: A Language for 3D Interaction Techniques 

    Figueroa, Pablo; Green, Mark; Hoover, H. James (Eurographics Association, 2001)
    We present 3dml, a markup language for 3D interaction techniques and virtual environment applications that involve non-traditional devices. 3dml has two main purposes: readability and rapid development. Designers can read ...
  • Mayhem in Online Game and Virtual Environment Development 

    Oliveira, Manuel Fradinho Duarte; Crowcroft, Jon; Slater, Mel (Eurographics Association, 2001)
    We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a ...
  • Complexity Reduction of Catmull-Clark/Loop Subdivision Surfaces 

    Steenberg, Eskil (Eurographics Association, 2001)
    By applying a filter this algorithm can reduce the number of polygons generated by subdividing a mesh dynamically. This algorithm is designed especially for real-time engines where the geometrical complexity is critical. ...
  • Animating cuts with on-the-fly re-meshing 

    Ganovelli, Fabio; O’Sullivan, C. (Eurographics Association, 2001)
    The problem of defining a model for deformable objects which allows the user to perform cuts is still open. Generally speaking, the reason is that such a task affects the connectivity and the topology of the mesh, while ...
  • Individualising Human Animation Models 

    Ju, Xiangyang; Siebert, J. Paul (Eurographics Association, 2001)
    Realistic human body animation requires accurate body geometry, realistic textures and believable behaviours. Existing human animation models provide excellent tools to control articulated motion and body surface deformations ...
  • A Visualization System for the Clinical Evaluation of Cerebral Aneurysms from MRA Data 

    Perrin, James S.; Lacey, A.; Laitt, R.; Jackson, A.; John, Nigel W. (Eurographics Association, 2001)
    This paper details a work-in-progress application under development as part of a clinical visualization project. The software has been designed to meet the specific needs of interventional neuro-radiologists evaluating the ...
  • Redirected Walking 

    Razzaque, Sharif; Kohn, Zachariah; Whitton, Mary C. (Eurographics Association, 2001)
    Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a ...
  • Data driven motion transitions for interactive games 

    Mizuguchi, Mark; Buchanan, John; Calvert, Tom (Eurographics Association, 2001)
    In 3D video games that employ human characters, a series of animations is required to display a character’s motion. The current approach is to use stored animation sequences, either motion captured or hand animated, and ...
  • Metaprogramming for the Generation of Nonparametric Curves 

    Boyer, Vincent (Eurographics Association, 2001)
    One of the most important functions of paintboxes is drawing curves. These primitives have been programmed and the user can never add a new program which computes the discrete points of a given function. Using metaprogramming ...
  • Artist Driven Expressive Graphics 

    Mason, Kaye; Carpendale, Sheelagh (Eurographics Association, 2001)
    Current methods in non-photorealistic graphics can place a heavy emphasis on the algorithm, as opposed to the artist. In this paper, we analyse these trends, and present a conceptual framework for putting control back in ...
  • Real-Time Procedural Animation of Trees 

    Barron, Jeremy T.; Sorge, Brian P.; Davis, Timothy A. (Eurographics Association, 2001)
    Creating models of living flora, such as trees and grass, has been a challenge in computer graphics for many years. Animating these objects to move realistically in reaction to natural phenomena, such as wind and rain, ...
  • Improvement of the printing model in multi-colored and multi-woodblock virtual printing 

    Mizuno, Shinji; Ushida, Akihide; Okada, Minoru; Toriwaki, Jun-ichiro; Yamamoto, Shinji (Eurographics Association, 2001)
    In this paper, we propose a physically based model for the printing process in the virtual woodblock printing for improvement of printing quality. Virtual printing is a simulation of real printing using “woodblocks”, “a ...
  • Proxy Simulations for Efficient Dynamics 

    Chenney, Stephen; Arikan, Okan; Forsyth, D. A. (Eurographics Association, 2001)
    Proxy simulations reduce the cost of simulation in large virtual worlds, such as those used in training simulations or computer games. A proxy takes the place of an accurate simulation for objects that are out of view, ...
  • An On-line Occlusio-Culling Algorithm for FastWalkthrough in Urban Areas 

    Wang, Yusu; Agarwal, Pankaj K.; Har-Peled, Sariel (Eurographics Association, 2001)
    We describe a fast algorithm to speed up rendering of scenes for walkthroughs in urban environments. Our occlusion culling algorithm takes advantage of temporal coherence in image space. As such, occlusion calculation is ...
  • Simplification of implicit skeletal models 

    Lucas, Laurent; Prevost, Stephanie (Eurographics Association, 2001)
    In this paper, we describe a hierarchical representation of unions of balls (UoB) applied to volume graphics. We present an algorithm that generates stable implicit volumes at different levels of resolution in the form of ...
  • Local Versus Global Triangulations 

    Linsen, Lars; Prautzsch, Hartmut (Eurographics Association, 2001)
    Free form surfaces are commonly represented by triangular or quadrilateral meshes. Often these meshes are obtained from unorganized point sets sampled from some object’s surface. We show that local rather than global ...
  • Fractal approximation of surfaces based on projected IFS attractors 

    Guerin, Eric; Tosan, Eric; Baskurt, Atilla (Eurographics Association, 2001)
    A method for approximating smooth or rough surfaces defined in R3 is introduced. A fractal model called projected IFS model allows the extension of the iteration space to a barycentric space Rn2 by enriching the classical ...
  • CORBA Visualization Platform 

    Benoist, Thierry; Hewitt, W. T.; John, Nigel W. (Eurographics Association, 2001)
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  • Automatic Animated Face Modeling Using Multiview Video 

    Wu, Fu-Che; Murphy, Chien-Chang Ho; Ouhyoung, Ming (Eurographics Association, 2001)
    An image-based 3-D modeling system is presented in this paper. Our modeling system consists of three main stages: camera calibration, depth estimation and 3-D geometry reconstruction. All of these steps are executed ...

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