Now showing items 14-25 of 25

    • 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 ...