Short Presentations 2005

Eurographics DL Repository

Short Presentations 2005

 

Recent Submissions

  • Banerjee, Kutty; Wu, Fan; Agu, Emmanuel (The Eurographics Association, 2005)
    Mobile devices have limited processing power, memory and battery power. Remote execution, wherein part or entire graphics pipeline is offloaded to a powerful surrogate server, is an attractive solution for low end mobile ...
  • Preface 
    - (The Eurographics Association, 2005)
    Preface and Table of Contents
  • Lindsay, Clifford; Agu, Emmanuel (The Eurographics Association, 2005)
    Rendering of objects that exhibit iridescence has previously been limited to simple lighting conditions generated from a few point or directional lights. We extend this idea by modeling light interference as a Bidirectional ...
  • Czuczor, Szabolcs; Szirmay-Kalos, László; Szécsi, László; Neumann, László (The Eurographics Association, 2005)
    Photon mapping methods obtain the indirect illumination of a point by finding those photon hits that arrived at the neighborhood of the point on the object surface. This paper proposes a method that stores the photon hits ...
  • Hoeben, Aldo; Stappers, Pieter Jan (The Eurographics Association, 2005)
    In interactive computer graphics such as games and interactive panoramic photos, users are often presented a view with a larger field of view than would correspond to the distance to and size of the screen on which the ...
  • Balogh, Tibor; Forgács, Tamás; Agács, Tibor; Balet, Olivier; Bouvier, Eric; Bettio, Fabio; Gobbetti, Enrico; Zanetti, Gianluigi (The Eurographics Association, 2005)
    We present a scalable holographic system design targeting multi-user interactive computer graphics applications. The display uses a specially arranged array of micro-displays and a holographic screen. Each point of the ...
  • Sudarsanam, Nisha; Grimm, Cindy M; Singh, Karan (The Eurographics Association, 2005)
    The concept of curved perspective has been used by artists such as M.C. Escher in order effectively convey a sense of three dimensional space while being restricted to a two dimensional canvas. We present an interactive ...
  • Cheng, Irene; Boulanger, Pierre (The Eurographics Association, 2005)
    In multimedia applications, it is essential to distribute resources efficiently among different types of data in order to optimize overall quality. We propose a perceptual metric using Just-Noticeable-Difference (JND) to ...
  • Cheng, Irene; Boulanger, Pierre (The Eurographics Association, 2005)
    Online bandwidth limitations and fluctuations impose a major challenge in estimating the amount of data to transmit in a given time period. Over or under estimation of bandwidth can jeopardize the visual fidelity of the ...
  • Peinado, Manuel; Boulic, Ronan; Callennec, Benoit Le; Meziat, D. (The Eurographics Association, 2005)
    We propose an Inverse Kinematic Control architecture capable of handling tasks that are expressed in terms of inequality constraints in the Cartesian space. These inequality constraints are progressive in the sense that ...
  • Fratarcangeli, Marco; Schaerf, Marco (The Eurographics Association, 2005)
    We present a novel Facial Motion Cloning method relying on the combination of the radial basis functions (RBF) based scattered data interpolation with the encoding capabilities of the MPEG-4 Facial and Body Animation (FBA) ...
  • Bertails, Florence; Audoly, Basile; Querleux, Bernard; Leroy, Frédéric; Lévêque, Jean-Luc; Cani, Marie-Paule (The Eurographics Association, 2005)
    This paper presents a new physically-based method for predicting natural hairstyles in the presence of gravity and collisions. The method is based upon a mechanically accurate model for static elastic rods (Kirchhoff model), ...
  • Rodriguez-Navarro, Javier; Sainz, Miguel; Susin, Antonio (The Eurographics Association, 2005)
    In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human ...
  • Nesme, Matthieu; Payan, Yohan; Faure, François (The Eurographics Association, 2005)
    This paper discusses FEM-based simulations of soft bodies in terms of speed and robustness. To be physically plausible, three fundamental laws must be respected: rotational invariance, Newton's law and Euler's law. We show ...
  • Candussi, Alberto; Canduss, Nicola; Höllerer, Tobias (The Eurographics Association, 2005)
    Real-Time rendering of realistic trees on common graphics hardware represents a big challenge due to their inherent geometric complexity. In most cases, trees are composed of hundreds of thousands of leaves and branches ...
  • Garcia, Ismael; Sbert, Mateu; Szirmay-Kalos, László (The Eurographics Association, 2005)
    This paper presents a simple method to render complex trees on high frame rates while maintaining parallax effects. Based on the recognition that a planar impostor is accurate if the represented polygon is in its plane, ...
  • Ummenhoffer, Tamás; Szirmay-Kalos, László (The Eurographics Association, 2005)
    This paper presents a real-time method to realistically render dynamic participating media under changing lighting conditions. In order to cope with performance requirements, the volume is built of instances of particle ...
  • Haevre, William Van; Reeth, Frank Van (The Eurographics Association, 2005)
    In this paper, an extension to the traditional method for creating video textures is presented. By exploiting the symmetric properties of the frames in a given video sequence, a new endless video stream or video loop is ...
  • Georgiev, Todor (The Eurographics Association, 2005)
    This paper describes an improvement to the Poisson image editing method for seamless cloning. Our approach is based on minimizing an energy expression invariant to relighting. The improved method reconstructs seamlessly ...
  • Grosch, Thorsten (The Eurographics Association, 2005)
    Augmenting images with consistent lighting is possible with differential rendering. This composition technique requires two lighting simulations, one simulation with only real geometry and another one with additional virtual ...

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