Now showing items 1-7 of 7

    • 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 ...
    • 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 ...
    • 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 ...
    • High-Performance Graphics 2019 - CGF38-8: Frontmatter 

      Steinberger, Markus; Foley, Tim (The Eurographics Association and John Wiley & Sons Ltd., 2019)
    • An Analysis of Region Clustered BVH Volume Rendering on GPU 

      Ganter, David; Manzke, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We present a Direct Volume Rendering method that makes use of newly available Nvidia graphics hardware for Bounding Volume Hierarchies. Using BVHs for DVR has been overlooked in recent research due to build times potentially ...
    • 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 ...
    • 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 ...