Posters

Eurographics DL Repository

Posters

 

Recent Submissions

  • Shen, Yu-Te; Chen, Ding-Yun; Tian, Xiao-Pei; Ouhyoung, Ming (Eurographics Association, 2003)
    With the development of modern 3D modelling and digitizing tools, more and more models have been created recently, which leads to the necessity of the technique of 3D model retrieval system. Our 3D model search engine has ...
  • Stampfl, Philipp (Eurographics Association, 2003)
    Sound is one of the most important components in animations, presentations and especially immersive environments. Many aspects are recognized more intuitively when sound supports vision and it is easier to follow a story ...
  • Simhon, Saul; Dudek, Gregory (Eurographics Association, 2003)
    We present a method for generating refined 2D illustrations from hand drawn outlines consisting of only curve strokes. The system controllably synthesizes novel illustrations by augmenting the hand drawn curves’ shape, ...
  • Jimenez, Juan-Roberto; Pueyo, Xavier (Eurographics Association, 2003)
    This article presents an algorithm for the realistic simulation, at near interactive rates, of globally illuminated scenes including participating media, isotropic and anisotropic. The proposed algorithm is divided in three ...
  • Kiss, Szilárd; Nijholt, Anton; Zwiers, Job (Eurographics Association, 2003)
    We concentrate our efforts on building virtual modelling environments where the content creator uses controls (widgets) as an interactive adjustment modality for the properties of the edited objects. Besides the advantage ...
  • Jiménez Delgado, Juan J.; Segura Sánchez, Rafael J.; Feito Higueruela, Francisco R. (Eurographics Association, 2003)
    Collision detection between moving objects is an open question which raises major problems concerning its algorithmic complexity. In this paper we present a polygon collision detection algorithm which uses polygon decomposition ...
  • Mendez, A.; Sbert, M.; Neumann, L. (Eurographics Association, 2003)
    We present a powerful method to create realistic-looking pictures of scenes with objects that have diffuse and non-diffuse properties. The method recreates the obscurances technique, introduced some years ago, with a new ...
  • Jeong, Il-Kwon; Lee, Inho (Eurographics Association, 2003)
    A new3D spring for deformable object animation is proposed. Currently mass-spring system is most widely used in a deformable object animation as well as cloth animation. In order to perform a realistic cloth animation using ...
  • Ogayar, Carlos J.; Segura, Rafael J.; Feito, Francisco R. (Eurographics Association, 2003)
    This document presents a comparative study of several point inclusion tests for triangle meshes. We also discuss some issues about the usefulness of each method depending on the situation, taking into account memory and ...
  • Merienne, J. P.; Jacquemin, C. (Eurographics Association, 2003)
    This work presents an interactive Graphical User Interface used to display and manipulate collection of large XML documents. It relies on a geometrical model that combines hierarchical and sequential representations. In ...
  • Moenning, Carsten; Dodgson, Neil A. (Eurographics Association, 2003)
    We introduce the Fast Marching farthest point sampling (FastFPS) approach for the progressive sampling of planar domains and curved manifolds in triangulated, point cloud or implicit form. By using Fast Marching methods2, ...
  • Mora, F.; Ruillet, G.; Andres, E.; Vauzelle, R. (Eurographics Association, 2003)
    A dynamic electromagnetic wave propagation visualization tool is presented in this paper. It can simulate wave reflection and diffraction in 2D. It allows to visualize the electric field magnitude. The original approach ...
  • Revelles, J.; Aguilera, N.; Aguado, J.; Lastra, M.; Garcia, R.; Montes, R. (Eurographics Association, 2003)
    We present a spatial representation based on a hierarchical structure using the well-known spatial indexing structure called octree. There are very useful spatial representations for scenes whose objects can be distributed ...
  • Preetham, Arcot J.; Bleiweiss, Avi (Eurographics Association, 2003)
    The support for IEEE floating point computation and the exposure of shading functionality in a standardize API form have made graphics hardware a viable workflow solution to an artist involved in digital content creation ...
  • Sanchez, H.; Moreno, A.; Garcia-Alonso, A. (Eurographics Association, 2003)
    In this work we propose a predictive fixed-frame rate scheme that shows how to control the visualization frame rate using uniform dynamic tessellation. Similar to previous works5; 6, tessellation quality criteria is based ...
  • Sainz, M.; Susin, A.; Cervantes, A.; Bagherzadeh, N. (Eurographics Association, 2003)
    In this paper we present new improvements to our novel pipeline for image based modeling of objects using a camcorder. Our system takes an uncalibrated sequence of images recorded around a scene, it automatically recovers ...
  • Campos, C.; Quirós, R.; Huerta, J.; Camahort, E.; Lluch, J.; Vivo, R. (Eurographics Association, 2003)
    Plant and tree rendering is critical to many computer graphics applications, like interactive walkthroughs, architectural presentations, entertaintment and computer games. Current research focuses on realistic modeling and ...
  • Erdem, M. Erkut; Erdem, I. Aykut; Atalay, Volkan (Eurographics Association, 2003)
    In this study, we concentrate on the extraction of reflectance properties of a 3D rigid object from its 2D images and the other aim of this work is rendering the object in real-time with photorealistic quality in varying ...
  • Dimitrov, Leonid I.; Kolcun, Aleksej; Sramek, Milos (Eurographics Association, 2003)
    Structured grids and some of their applications in natural sciences are discussed. The problem of their visualization and quantitative evaluation is considered and possible ways for its solution sketched. Resampling a ...
  • Choi, Jeong-Dan; Jang, Byung-Tae; Hwang, Chi-Jeong (Eurographics Association, 2003)
    This paper describes the VR game interfaces for interaction onto 3D display. The challenge we are interested in is how to build and use a low cost 3D display that satisfies semi-immersive requirements and how to coordinate ...

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