Modeling and Rendering
Ray Tracing Lossy Compressed Grid Primitives
Carsten Benthin, Karthik Vaidyanathan, and Sven Woop
Gaming in Elliptic Geometry
Laszlo Szirmay-Kalos and Milán Magdics
Modeling and Actuation of Cable-driven Silicone Soft Robots
Mihail Frâncu
Interactive Synthesis of 3D Geometries of Blood Vessels
Nikolaus Rauch and Matthias Harders
Data-driven Garment Pattern Estimation from 3D Geometries
Chihiro Goto and Nobuyuki Umetani
Visualising the Transition of Large Networks via Dimensionality Reduction to Illustrate the Evolution of the Human Brain
Florian Ganglberger, Joanna Kaczanowska, Wulf Haubensak, and Katja Bühler
Imaging and Video
Visualizing Errors in Rendered High Dynamic Range Images
Pontus Andersson, Jim Nilsson, Peter Shirley, and Tomas Akenine-Möller
Automatic Hierarchical Arrangement of Vector Designs
Matthew Fisher, Vineet Agarwal, and Tarun Beri
Bregman Approach to Single Image De-Raining
Laszlo Szirmay-Kalos and Márton Tóth
Robust Image Denoising using Kernel Predicting Networks
Zhilin Cai, Yang Zhang, Marco Manzi, Cengiz Oztireli, Markus Gross, and Tunç Ozan Aydin
Animation and Visualization
SoftWalks: Real-Time, Two-Ways Interaction between a Character and Loose Grounds
Chloé Paliard, Eduardo Alvarado, Damien Rohmer, and Marie-Paule Cani
Interactive Finite Element Model of Needle Insertion and Laceration
Pedro Henrique Suruagy Perrusi, Paul Baksic, and Hadrien Courtecuisse
Tight Normal Cone Merging for Efficient Collision Detection of Thin Deformable Objects
Dong-Hoon Han, Chang-Jin Lee, Sangbin Lee, and Hyeong-Seok Ko
Interactive Simulation for easy Decision-making in Fluid Dynamics
Mengchen Wang, Nicolas Férey, Frédéric Magoulès, and Patrick Bourdot
Auto-rigging 3D Bipedal Characters in Arbitrary Poses
Jeonghwan Kim, Hyeontae Son, Jinseok Bae, and Young Min Kim
Visual Analysis of Point Cloud Neighborhoods via Multi-Scale Geometric Measures
Marcel Ritter, Daniel Schiffner, and Matthias Harders

Recent Submissions

  • EUROGRAPHICS 2021: Short Papers Frontmatter 

    Theisel, Holger; Wimmer, Michael (Eurographics Association, 2021)
  • Auto-rigging 3D Bipedal Characters in Arbitrary Poses 

    Kim, Jeonghwan; Son, Hyeontae; Bae, Jinseok; Kim, Young Min (The Eurographics Association, 2021)
    We present an end-to-end algorithm that can automatically rig a given 3D character such that it is ready for 3D animation. The animation of a virtual character requires the skeletal motion defined with bones and joints, ...
  • Visual Analysis of Point Cloud Neighborhoods via Multi-Scale Geometric Measures 

    Ritter, Marcel; Schiffner, Daniel; Harders, Matthias (The Eurographics Association, 2021)
    Point sets are a widely used spatial data structure in computational and observational domains, e.g. in physics particle simulations, computer graphics or remote sensing. Algorithms typically operate in local neighborhoods ...
  • Interactive Simulation for easy Decision-making in Fluid Dynamics 

    Wang, Mengchen; Férey, Nicolas; Magoulès, Frédéric; Bourdot, Patrick (The Eurographics Association, 2021)
    A conventional study of fluid simulation involves different stages including conception, simulation, visualization, and analysis tasks. It is, therefore, necessary to switch between different software and interactive ...
  • Interactive Finite Element Model of Needle Insertion and Laceration 

    Perrusi, Pedro Henrique Suruagy; Baksic, Paul; Courtecuisse, Hadrien (The Eurographics Association, 2021)
    This paper introduces an interactive model of needle insertion, including the possibility to simulate lacerations of tissue around the needle. The method relies on complementary constraints to couple the Finite Element ...
  • Tight Normal Cone Merging for Efficient Collision Detection of Thin Deformable Objects 

    Han, Dong-Hoon; Lee, Chang-Jin; Lee, Sangbin; Ko, Hyeong-Seok (The Eurographics Association, 2021)
    When simulating thin deformable objects such as clothes, collision detection alone takes a lot of computation. One way of reducing the computation is culling false-positives as much as possible. In the context of bounding ...
  • SoftWalks: Real-Time, Two-Ways Interaction between a Character and Loose Grounds 

    Paliard, Chloé; Alvarado, Eduardo; Rohmer, Damien; Cani, Marie-Paule (The Eurographics Association, 2021)
    When walking on loose terrains, possibly covered with vegetation, the ground and grass should deform, but the character's gait should also change accordingly.We propose a method for modeling such two-ways interactions in ...
  • Robust Image Denoising using Kernel Predicting Networks 

    Cai, Zhilin; Zhang, Yang; Manzi, Marco; Oztireli, Cengiz; Gross, Markus; Aydin, Tunç Ozan (The Eurographics Association, 2021)
    We present a new method for designing high quality denoisers that are robust to varying noise characteristics of input images. Instead of taking a conventional blind denoising approach or relying on explicit noise parameter ...
  • Bregman Approach to Single Image De-Raining 

    Szirmay-Kalos, Laszlo; Tóth, Márton (The Eurographics Association, 2021)
    Surveillance cameras are expected to work also in bad visibility conditions, which requires algorithmic solutions to improve the captured image and to eliminate image degradation caused by these weather conditions. Algorithms ...
  • Automatic Hierarchical Arrangement of Vector Designs 

    Fisher, Matthew; Agarwal, Vineet; Beri, Tarun (The Eurographics Association, 2021)
    We present a method that transforms an unstructured vector design into a logical hierarchy of groups of objects. Each group is a meaningful collection, formed by proximity in visual characteristics (like size, shape, color, ...
  • Visualizing Errors in Rendered High Dynamic Range Images 

    Andersson, Pontus; Nilsson, Jim; Shirley, Peter; Akenine-Möller, Tomas (The Eurographics Association, 2021)
    A new error metric targeting rendered high dynamic range images is presented. Our method computes a composite visualization over a number of low dynamic range error maps of exposure compensated and tone mapped image pairs ...
  • Visualising the Transition of Large Networks via Dimensionality Reduction to Illustrate the Evolution of the Human Brain 

    Ganglberger, Florian; Kaczanowska, Joanna; Haubensak, Wulf; Bühler, Katja (The Eurographics Association, 2021)
    Advances in high-throughput imaging techniques enable the creation of networks depicting spatio-temporal biological and neurophysiological processes with unprecedented size and magnitude. These networks involve thousands ...
  • Data-driven Garment Pattern Estimation from 3D Geometries 

    Goto, Chihiro; Umetani, Nobuyuki (The Eurographics Association, 2021)
    Three-dimensional scanning technology recently becomes widely available to the public. However, it is difficult to simulate clothing deformation from the scanned people because scanned data lacks information required for ...
  • Interactive Synthesis of 3D Geometries of Blood Vessels 

    Rauch, Nikolaus; Harders, Matthias (The Eurographics Association, 2021)
    In surgical training simulators, where various organ surfaces make up the majority of the scene, the visual appearance is highly dependent on the quality of the surface textures. Blood vessels are an important detail in ...
  • Modeling and Actuation of Cable-driven Silicone Soft Robots 

    Frâncu, Mihail (The Eurographics Association, 2021)
    In this paper we present a framework for modeling cable-driven soft robots fabricated from silicone rubber - an incompressible material. Our forward simulation model can use either the standard or the mixed formulation of ...
  • Gaming in Elliptic Geometry 

    Szirmay-Kalos, Laszlo; Magdics, Milán (The Eurographics Association, 2021)
    An interesting way to explore curved spaces is to play games governed by the rules of non-Euclidean geometries. However, modeling tools and game engines are developed with Euclidean geometry in mind. This paper addresses ...
  • Ray Tracing Lossy Compressed Grid Primitives 

    Benthin, Carsten; Vaidyanathan, Karthik; Woop, Sven (The Eurographics Association, 2021)
    We propose a new watertight representation of geometry for ray tracing highly complex scenes in a memory efficient manner. Polygon meshes in the scene are first converted into compressed grid primitives, which are represented ...