Now showing items 12-25 of 25

    • Interactive Creation of Virtual Worlds Using Procedural Sketching 

      Smelik, Ruben M.; Tutenel, Tim; Kraker, Klaas Jan de; Bidarra, Rafael (The Eurographics Association, 2010)
      Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a ...
    • Interactive Rendering to View-Dependent Texture-Atlases 

      Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2010)
      The image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments ...
    • Path Regeneration for Interactive Path Tracing 

      Novák, Jan; Havran, Vlastimil; Dachsbacher, Carsten (The Eurographics Association, 2010)
      Rendering of photo-realistic images at interactive frame rates is currently an extensively researched area of computer graphics.Many of these approaches attempt to utilize the computational power of modern graphics hardware ...
    • Procedural Descriptions of Anisotropic Noisy Textures by Example 

      Gilet, Guillaume; Dischler, Jean-Michel; Soler, Luc (The Eurographics Association, 2010)
      This short paper introduces a new approach to automate the creation of procedural anisotropic noisy textures by using an example. As for past approaches that allow one to obtain procedural descriptions of stochastic ...
    • Ray Tracing using Hierarchies of Slab Cut Balls 

      Källberg, Linus; Larsson, Thomas (The Eurographics Association, 2010)
      In this paper, bounding volume trees of slab cut balls are evaluated and compared with other types of trees for ray tracing. A novel tree construction algorithm is proposed, which utilizes a relative orientation heuristic ...
    • Real-Time Ray Tracing Using Nvidia OptiX 

      Ludvigsen, Holger; Elster, Anne Cathrine (The Eurographics Association, 2010)
      Modern GPUs with their several hundred cores and more accessible programming models are becoming attractive devices for compute-intensive applications. They are particularly well suited for applications, such as image ...
    • Segmental Brush Synthesis with Stroke Images 

      Ando, Ryoichi; Tsuruno, Reiji (The Eurographics Association, 2010)
      We present a new approach for synthesizing realistic brush strokes exploiting recent works of texture synthesis from stroke images. (See Figure 1). In our method, stroke images are automatically decomposed into a sequence ...
    • Simple and Robust Iterative Importance Sampling of Virtual Point Lights 

      Georgiev, Iliyan; Slusallek, Philipp (The Eurographics Association, 2010)
      We present a simple and practical algorithm for importance sampling virtual point lights (VPLs) [Kel97], suitable for multi-pass rendering. During VPL distribution, a Russian roulette decision accepts each VPL proportionally ...
    • Skeleton Based As-Rigid-As-Possible Volume Modeling 

      Zhang, Shaoting; Nealen, Andrew; Metaxas, Dimitris (The Eurographics Association, 2010)
      Shape deformation and editing are important for animation and game design. Based on as-rigid-as-possible (ARAP) surface modeling, an efficient approach is proposed to approximately preserve the volume of an object with ...
    • Skeleton Computation of an Image Using a Geometric Approach 

      Martinez, Jonas; Vigo, Marc; Pla-Garcia, Nuria; Ayala, Dolors (The Eurographics Association, 2010)
      In this work we develop two algorithms to compute the skeleton of a binary 2D image. Both algorithms follow a geometric approach and work directly with the boundary of the image which is an orthogonal polygon (OP). One of ...
    • Sliding Deformation: Shape Preserving Per-Vertex Displacement 

      Pinskiy, Dmitriy (The Eurographics Association, 2010)
      We present a novel algorithm for deforming a locally smooth polygonal mesh by sliding its vertices over the surface. This sliding deformation creates the visual appearance of texture animation without requiring an explicit ...
    • A Spatially Adaptive Morphological Filter for Dual-Resolution Interface Tracking of Fluids 

      Söderström, Andreas; Museth, Ken (The Eurographics Association, 2010)
      We present a novel surface-tracking technique for free-surface fluid animations. Unlike the semi-implicit Particle Level Set method (PLS) our interface-tracking approach is purely implicit and hence avoids some of the ...
    • Using Lego Pieces for Camera Calibration: a Preliminary Study 

      Baronti, Luca; Dellepiane, Matteo; Scopigno, Roberto (The Eurographics Association, 2010)
      Camera calibration is an important operation for a number of applications in the field of Computer Graphics and Computer Vision. In particular, if the intrinsic parameters of the camera are known in advance, the accuracy ...
    • Volumetric Hand Reconstructions for Non-verbal Communication in Shared Virtual Environments 

      John, Christoph; Regenbrecht, Holger; Schwanecke, Ulrich (The Eurographics Association, 2010)
      Enhancing desk-based computer environments with virtual reality technology requires natural interaction support, in particular hand tracking and visualization. In shared virtual environments hand tracking does not only ...