Now showing items 2-7 of 7

    • Distortion-Free Displacement Mapping 

      Zirr, Tobias; Ritschel, Tobias (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Displacement mapping is routinely used to add geometric details in a fast and easy-to-control way, both in offline rendering as well as recently in interactive applications such as games. However, it went largely unnoticed ...
    • An Efficient Solution to Structured Optimization Problems using Recursive Matrices 

      Rückert, Darius; Stamminger, Marc (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We present a linear algebra framework for structured matrices and general optimization problems. The matrices and matrix operations are defined recursively to efficiently capture complex structures and enable advanced ...
    • High-Performance Graphics 2019 - CGF38-8: Frontmatter 

      Steinberger, Markus; Foley, Tim (The Eurographics Association and John Wiley & Sons Ltd., 2019)
    • HMLFC: Hierarchical Motion-Compensated Light Field Compression for Interactive Rendering 

      Pratapa, Srihari; Manocha, Dinesh (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We present a new motion-compensated hierarchical compression scheme (HMLFC) for encoding light field images (LFI) that is suitable for interactive rendering. Our method combines two different approaches, motion compensation ...
    • Position-Based Simulation of Elastic Models on the GPU with Energy Aware Gauss-Seidel Algorithm 

      Cetinaslan, Ozan (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      In this paper, we provide a smooth extension of the energy aware Gauss-Seidel iteration to the Position-Based Dynamics (PBD) method. This extension is inspired by the kinetic and potential energy changes equalization and ...
    • Real-Time Analytic Antialiased Text for 3-D Environments 

      Ellis, Apollo; Hunt, Warren; Hart, John (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Text is a crucial component of 3-D environments and virtual worlds for user interfaces and wayfinding. Implementing text using standard antialiased texture mapping leads to blurry and illegible writing which hinders usability ...