Art, Design, and Sketching
Computational Light Painting Using a Virtual Exposure
Nestor Z. Salamon, Marcel Lancelle, and Elmar Eisemann
Monte Carlo
Unbiased Light Transport Estimators for Inhomogeneous Participating Media
László Szirmay-Kalos, Iliyan Georgiev, Milán Magdics, Balázs Molnár, and Dávid Légrády
Multiple Vertex Next Event Estimation for Lighting in dense, forward-scattering Media
Pascal Weber, Johannes Hanika, and Carsten Dachsbacher
Gradient-Domain Photon Density Estimation
Binh-Son Hua, Adrien Gruson, Derek Nowrouzezahrai, and Toshiya Hachisuka
Procedural and Interactive Nature
Design Transformations for Rule-based Procedural Modeling
Stefan Lienhard, Cheryl Lau, Pascal Müller, Peter Wonka, and Mark Pauly
Interactive Modeling and Authoring of Climbing Plants
Torsten Hädrich, Bedrich Benes, Oliver Deussen, and Sören Pirk
EcoBrush: Interactive Control of Visually Consistent Large-Scale Ecosystems
James Gain, Harry Long, Guillaume Cordonnier, and Marie-Paule Cani
Rigging, Tearing, and Faces
Enriching Facial Blendshape Rigs with Physical Simulation
Yeara Kozlov, Derek Bradley, Moritz Bächer, Bernhard Thomaszewski, Thabo Beeler, and Markus Gross
Sparse Rig Parameter Optimization for Character Animation
Jaewon Song, Roger Blanco i Ribera, Kyungmin Cho, Mi You, J. P. Lewis, Byungkuk Choi, and Junyong Noh
Interactive Paper Tearing
Camille Schreck, Damien Rohmer, and Stefanie Hahmann
Sample, Paint, and Visualize
General Point Sampling with Adaptive Density and Correlations
Riccardo Roveri, A. Cengiz Öztireli, and Markus Gross
Morphing and Interaction
Character-Object Interaction Retrieval Using the Interaction Bisector Surface
Xi Zhao, Myung Geol Choi, and Taku Komura
kDet: Parallel Constant Time Collision Detection for Polygonal Objects
René Weller, Nicole Debowski, and Gabriel Zachmann
Flowing Visualization
Flow-Induced Inertial Steady Vector Field Topology
Tobias Günther and Markus Gross
Decoupled Opacity Optimization for Points, Lines and Surfaces
Tobias Günther, Holger Theisel, and Markus Gross
Geometry Processing
Diffusion Diagrams: Voronoi Cells and Centroids from Diffusion
Philipp Herholz, Felix Haase, and Marc Alexa
Textures
Texture Stationarization: Turning Photos into Tileable Textures
Joep Moritz, Stuart James, Tom S. F. Haines, Tobias Ritschel, and Tim Weyrich
A Subjective Evaluation of Texture Synthesis Methods
Martin Kolár, Kurt Debattista, and Alan Chalmers
Analysis and Controlled Synthesis of Inhomogeneous Textures
Yang Zhou, Huajie Shi, Dani Lischinski, Minglun Gong, Johannes Kopf, and Hui Huang
Procedural
ShapeGenetics: Using Genetic Algorithms for Procedural Modeling
Karl Haubenwallner, Hans-Peter Seidel, and Markus Steinberger
On Realism of Architectural Procedural Models
Jan Beneš, Tom Kelly, Filip Děchtěrenko, Jaroslav Křivánek, and Pascal Müller
Animation 1
Geometric Stiffness for Real-time Constrained Multibody Dynamics
Sheldon Andrews, Marek Teichmann, and Paul G. Kry
Shape Matching
Fully Spectral Partial Shape Matching
Or Litany, Emanuele Rodolà, Alex M. Bronstein, and Michael M. Bronstein
Informative Descriptor Preservation via Commutativity for Shape Matching
Dorian Nogneng and Maks Ovsjanikov
Physics in Animation
DeepGarment: 3D Garment Shape Estimation from a Single Image
Radek Danecek, Endri Dibra, Cengiz A. Öztireli, Remo Ziegler, and Markus Gross
Simulation-Ready Hair Capture
Liwen Hu, Derek Bradley, Hao Li, and Thabo Beeler
Capturing Faces
Multi-View Stereo on Consistent Face Topology
Graham Fyffe, Koki Nagano, Loc Huynh, Shunsuke Saito, Jay Busch, Andrew Jones, Hao Li, and Paul Debevec
Makeup Lamps: Live Augmentation of Human Faces via Projection
Amit Haim Bermano, Markus Billeter, Daisuke Iwai, and Anselm Grundhöfer
Real-Time Multi-View Facial Capture with Synthetic Training
Martin Klaudiny, Steven McDonagh, Derek Bradley, Thabo Beeler, and Kenny Mitchell
Animation 2
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
Teofilo B. Dutra, Ricardo Marques, Joaquim Bento Cavalcante-Neto, Creto A. Vidal, and Julien Pettré
Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs
Timo von Marcard, Bodo Rosenhahn, Michael J. Black, and Gerard Pons-Moll
Reconstruct, Learn, and Transport Geometry
Learning Detail Transfer based on Geometric Features
Sema Berkiten, Maciej Halber, Justin Solomon, Chongyang Ma, Hao Li, and Szymon Rusinkiewicz
Chamber Recognition in Cave Data Sets
Nico Schertler, Manfred Buchroithner, and Stefan Gumhold
Camera: Depth to Motion, Lens and Filters
Performance-Based Biped Control using a Consumer Depth Camera
Yoonsang Lee and Taesoo Kwon
Consistent Video Filtering for Camera Arrays
Nicolas Bonneel, James Tompkin, Deqing Sun, Oliver Wang, Kalyan Sunkavalli, Sylvain Paris, and Hanspeter Pfister
Apparent Materials
Practical Capture and Reproduction of Phosphorescent Appearance
Oliver Nalbach, Hans-Peter Seidel, and Tobias Ritschel
STD: Student's t-Distribution of Slopes for Microfacet Based BSDFs
Mickael Ribardière, Benjamin Bringier, Daniel Meneveaux, and Lionel Simonot
Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets
Guillaume Loubet and Fabrice Neyret
Spatial Adjacency Maps for Translucency Simulation under General Illumination
Sebastian Maisch and Timo Ropinski
Focus and Virtual Environments
Zooming on all Actors: Automatic Focus+Context Split Screen Video Generation
Moneish Kumar, Vineet Gandhi, Rémi Ronfard, and Michael Gleicher
Flicker Observer Effect: Guiding Attention Through High Frequency Flicker in Images
Nicholas Waldin, Manuela Waldner, and Ivan Viola
GPU and Data Structures
GPU Ray Tracing using Irregular Grids
Arsène Pérard-Gayot, Javor Kalojanov, and Philipp Slusallek
Parallel BVH Construction using Progressive Hierarchical Refinement
Jakub Hendrich, Daniel Meister, and Jiří Bittner
A GPU-Adapted Structure for Unstructured Grids
Rhaleb Zayer, Markus Steinberger, and Hans-Peter Seidel

Recent Submissions

  • Parallel BVH Construction using Progressive Hierarchical Refinement 

    Hendrich, Jakub; Meister, Daniel; Bittner, Jiří (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of ...
  • A GPU-Adapted Structure for Unstructured Grids 

    Zayer, Rhaleb; Steinberger, Markus; Seidel, Hans-Peter (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    A key advantage of working with structured grids (e.g., images) is the ability to directly tap into the powerful machinery of linear algebra. This is not much so for unstructured grids where intermediate bookkeeping data ...
  • Flicker Observer Effect: Guiding Attention Through High Frequency Flicker in Images 

    Waldin, Nicholas; Waldner, Manuela; Viola, Ivan (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Drawing the user's gaze to an important item in an image or a graphical user interface is a common challenge. Usually, some form of highlighting is used, such as a clearly distinct color or a border around the item. Flicker ...
  • GPU Ray Tracing using Irregular Grids 

    Pérard-Gayot, Arsène; Kalojanov, Javor; Slusallek, Philipp (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non-hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an ...
  • Zooming on all Actors: Automatic Focus+Context Split Screen Video Generation 

    Kumar, Moneish; Gandhi, Vineet; Ronfard, Rémi; Gleicher, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Recordings of stage performances are easy to capture with a high-resolution camera, but are difficult to watch because the actors' faces are too small. We present an approach to automatically create a split screen video ...
  • Spatial Adjacency Maps for Translucency Simulation under General Illumination 

    Maisch, Sebastian; Ropinski, Timo (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects ...
  • Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets 

    Loubet, Guillaume; Neyret, Fabrice (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We address the problem of constructing appearance-preserving level of details (LoDs) of complex 3D models such as trees. We propose a hybrid method that combines the strengths of mesh and volume representations. Our main ...
  • STD: Student's t-Distribution of Slopes for Microfacet Based BSDFs 

    Ribardière, Mickael; Bringier, Benjamin; Meneveaux, Daniel; Simonot, Lionel (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    This paper focuses on microfacet reflectance models, and more precisely on the definition of a new and more general distribution function, which includes both Beckmann's and GGX distributions widely used in the computer ...
  • Practical Capture and Reproduction of Phosphorescent Appearance 

    Nalbach, Oliver; Seidel, Hans-Peter; Ritschel, Tobias (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    This paper proposes a pipeline to accurately acquire, efficiently reproduce and intuitively manipulate phosphorescent appearance. In contrast to common appearance models, a model of phosphorescence needs to account for ...
  • Consistent Video Filtering for Camera Arrays 

    Bonneel, Nicolas; Tompkin, James; Sun, Deqing; Wang, Oliver; Sunkavalli, Kalyan; Paris, Sylvain; Pfister, Hanspeter (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Visual formats have advanced beyond single-view images and videos: 3D movies are commonplace, researchers have developed multi-view navigation systems, and VR is helping to push light field cameras to mass market. However, ...
  • Performance-Based Biped Control using a Consumer Depth Camera 

    Lee, Yoonsang; Kwon, Taesoo (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target ...
  • Chamber Recognition in Cave Data Sets 

    Schertler, Nico; Buchroithner, Manfred; Gumhold, Stefan (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Quantitative analysis of cave systems represented as 3D models is becoming more and more important in the field of cave sciences. One open question is the rigorous identification of chambers in a data set, which has a deep ...
  • Learning Detail Transfer based on Geometric Features 

    Berkiten, Sema; Halber, Maciej; Solomon, Justin; Ma, Chongyang; Li, Hao; Rusinkiewicz, Szymon (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    The visual richness of computer graphics applications is frequently limited by the difficulty of obtaining high-quality, detailed 3D models. This paper proposes a method for realistically transferring details (specifically, ...
  • Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs 

    Marcard, Timo von; Rosenhahn, Bodo; Black, Michael J.; Pons-Moll, Gerard (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a ...
  • Gradient-based Steering for Vision-based Crowd Simulation Algorithms 

    Dutra, Teofilo B.; Marques, Ricardo; Cavalcante-Neto, Joaquim Bento; Vidal, Creto A.; Pettré, Julien (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Most recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their ...
  • Real-Time Multi-View Facial Capture with Synthetic Training 

    Klaudiny, Martin; McDonagh, Steven; Bradley, Derek; Beeler, Thabo; Mitchell, Kenny (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We present a real-time multi-view facial capture system facilitated by synthetic training imagery. Our method is able to achieve high-quality markerless facial performance capture in real-time from multi-view helmet camera ...
  • Makeup Lamps: Live Augmentation of Human Faces via Projection 

    Bermano, Amit Haim; Billeter, Markus; Iwai, Daisuke; Grundhöfer, Anselm (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We propose the first system for live dynamic augmentation of human faces. Using projector-based illumination, we alter the appearance of human performers during novel performances. The key challenge of live augmentation ...
  • Multi-View Stereo on Consistent Face Topology 

    Fyffe, Graham; Nagano, Koki; Huynh, Loc; Saito, Shunsuke; Busch, Jay; Jones, Andrew; Li, Hao; Debevec, Paul (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    We present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, ...
  • Simulation-Ready Hair Capture 

    Hu, Liwen; Bradley, Derek; Li, Hao; Beeler, Thabo (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    Physical simulation has long been the approach of choice for generating realistic hair animations in CG. A constant drawback of simulation, however, is the necessity to manually set the physical parameters of the simulation ...
  • DeepGarment: 3D Garment Shape Estimation from a Single Image 

    Danerek, Radek; Dibra, Endri; Öztireli, A. Cengiz; Ziegler, Remo; Gross, Markus (The Eurographics Association and John Wiley & Sons Ltd., 2017)
    3D garment capture is an important component for various applications such as free-view point video, virtual avatars, online shopping, and virtual cloth fitting. Due to the complexity of the deformations, capturing 3D ...

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