EG 2017 - Full Papers - CGF 36-Issue 2

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EG 2017 - Full Papers - CGF 36-Issue 2

 

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

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