Now showing items 18-25 of 25

    • Real-time Novel-view Synthesis for Volume Rendering Using a Piecewise-analytic Representation 

      Lochmann, Gerrit; Reinert, Bernhard; Buchacher, Arend; Ritschel, Tobias (The Eurographics Association, 2016)
      Novel-view synthesis can be used to hide latency in a real-time remote rendering setup, to increase frame rate or to produce advanced visual effects such as depth-of-field or motion blur in volumes or stereo and light field ...
    • Reflection Separation in Light Fields based on Sparse Coding and Specular Flow 

      Sulc, Antonin; Alperovich, Anna; Marniok, Nico; Goldluecke, Bastian (The Eurographics Association, 2016)
      We present a method to separate a dichromatic reflection component from diffuse object colors for the set of rays in a 4D light field such that the separation is consistent across all subaperture views. The separation model ...
    • Scene Structure Inference through Scene Map Estimation 

      Hueting, Moos; Patraucean, Viorica; Ovsjanikov, Maks; Mitra, Niloy J. (The Eurographics Association, 2016)
      Understanding indoor scene structure from a single RGB image is useful for a wide variety of applications ranging from the editing of scenes to the mining of statistics about space utilization. Most efforts in scene ...
    • Singularities of the Inertial Flow Map Gradient 

      Günther, Tobias; Theisel, Holger (The Eurographics Association, 2016)
      Inertial particles are finite-sized objects that are carried by flows, for example sand particles in air. In contrast to massless tracer particles, the trajectories of inertial particles can intersect in space-time. When ...
    • Structuring 3D Medial Skeletons: A Comparative Study 

      Delame, Thomas; Kustra, Jacek; Telea, Alexandru C. (The Eurographics Association, 2016)
      Medial skeletons provide an effective alternative to boundary or volumetric representations for applications that focus on shape structure. This capability is provided by the skeletal structure, i.e., the curves and surfaces ...
    • Topological Triangle Sorting for Predefined Camera Paths 

      Weber, Christoph; Stamminger, Marc (The Eurographics Association, 2016)
      We present a preprocessing pipeline for triangle meshes that topologically sorts all triangles for a given camera and scene animation in front-to-back or back-to-front order. This allows us to efficiently render a given ...
    • Variable Length Coding for GPU-Based Direct Volume Rendering 

      Guthe, Stefan; Goesele, Michael (The Eurographics Association, 2016)
      The sheer size of volume data sampled in a regular grid requires efficient lossless and lossy compression algorithms that allow for on-the-fly decompression during rendering. While all hardware assisted approaches are based ...
    • VMV 2016: Frontmatter 

      Matthias Hullin; Marc Stamminger; Tino Weinkauf (Eurographics Association, 2016)