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Automatic Composition of Motion Capture Animation for Music Synchronization
(The Eurographics Association, 2010)
To enrich the music experience, automatic generation of a CG music visualizer is attracting more and more attention, where 3D animation is composed to synchronize with the music using motion capture data. In this paper, ...
Adaptive Collapsing on Bounding Volume Hierarchies for Ray-Tracing
(The Eurographics Association, 2010)
Ray tracing is a computationally intensive process, several tree data structures and heuristics have been developed to optimize it. This paper presents a new heuristic in the area, based on collapsing some nodes in order ...
Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering
(The Eurographics Association, 2010)
Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of ...
3D Isocontours Real-time Generation and Visualization of 3D Stepped Terrain Models
(The Eurographics Association, 2010)
Isocontours (also isopleths, isolines, level sets) are commonly used to visualize real-valued data defined over a 2D plane according to a set of given isovalues. To support the 3D landscape metaphor for information ...
Using Lego Pieces for Camera Calibration: a Preliminary Study
(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 ...
Ray Tracing using Hierarchies of Slab Cut Balls
(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 ...
Skeleton Based As-Rigid-As-Possible Volume Modeling
(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 ...
Animating Sand as a Surface Flow
(The Eurographics Association, 2010)
This paper presents a new efficient method for animating sand and other granular materials in 3D scenes. Our method couples 2D and 3D simulation techniques in a physically based way. A surface flow model of granular ...
Dynamic Cage-Driven 3D Range-Scan Alignment
(The Eurographics Association, 2010)
This paper presents a novel and automatic approach for aligning range-scan data of objects exhibiting non-rigid, articulated motion using a cage-driven reduced deformable model. Reduced deformable models have previously ...
Simple and Robust Iterative Importance Sampling of Virtual Point Lights
(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 ...