Now showing items 1-18 of 18

    • Alpha Compression with Variable Data Formats 

      Jiang, Yifei; Gui, Mindan; Chen, Shuai; Hu, Weiwu (The Eurographics Association, 2011)
      Based on the insight into the essential differences between transparency and color, we present a novel alpha compression scheme, called EAC (Enhanced Alpha Compression), as an improvement to that of DXT5. EAC defines new ...
    • Fast Hydraulic and Thermal Erosion on GPU 

      Jákó, Balázs; Tóth, Balázs (The Eurographics Association, 2011)
      Computer games, simulators and many other computer graphics applications display external scenes where a realistic looking terrain is a vital part of the view. In this paper we propose a method that generates realistic ...
    • Enhancing Image-Based Aging Approaches 

      Clément, Olivier; Paquette, Eric (The Eurographics Association, 2011)
      Modern video games and computer-animated movies exhibit extremely realistic synthetic images. To achieve such a level of realism, artists have to consider several characteristics including material appearance changes from ...
    • An Error Bound for Decoupled Visibility with Application to Relighting 

      Schwenk, Karsten; Fellner, Dieter W. (The Eurographics Association, 2011)
      Monte Carlo estimation of direct lighting is often dominated by visibility queries. If an error is tolerable, the calculations can be sped up by using a simple scalar occlusion factor per light source to attenuate radiance, ...
    • Skimming Video Action Using Annotated 3D Surfaces 

      Falchuk, Ben; Wu, Chung-Ying; El-Gaaly, Tarek; Vashist, Akshay (The Eurographics Association, 2011)
      It has become all too clear that despite the ever-growing reams of available media, we face diminishing strategic returns from it unless we craft better tools that not only let us playback media but also get us quickly to ...
    • Volumetric plastic deformation 

      Prados, Francisco J. R.; Salas, Alejandro J. León; Torres, Juan Carlos (The Eurographics Association, 2011)
      Working with volumetric information is always challenging. Displaying, processing or modifying volumes requires in most cases processing a considerable part of them, if not the whole structure. Such delays might be ...
    • Improving Shadow Map Filtering with Statistical Analysis 

      Gumbau, Jesus; Szirmay-Kalos, László; Sbert, Mateu; Sellés, Miguel Chover (The Eurographics Association, 2011)
      Shadow maps are widely used in real-time applications. Shadow maps cannot be filtered linearly as regular textures, thus undersampling leads to severe aliasing. This problem has been attacked by methods that transform the ...
    • Folded Paper Geometry from 2D Pattern and 3D Contour 

      Rohmer, Damien; Cani, Marie-Paule; Hahmann, Stefanie; Thibert, Boris (The Eurographics Association, 2011)
      Folded paper exhibits very characteristic shapes, due to the presence of sharp folds and to exact isometry with a given planar pattern. Therefore, none of the physically-based simulators developed so far can handle paper-like ...
    • Realistic Simulation of Peripheral Vision Using An Aspherical Eye Model 

      Wu, Jiaze; Zheng, Changwen; Hu, Xiaohui; Xu, Fanjiang (The Eurographics Association, 2011)
      A novel method is proposed to accurately simulate the peripheral vision under different visual perception. An accurate aspherical schematic eye model is firstly introduced to reasonably predict the anatomical and optical ...
    • Warp-based Motion Compensation for Endoscopic Kymography 

      Schneider, David C.; Hilsmann, Anna; Eisert, Peter (The Eurographics Association, 2011)
      Endoscopic videokymography is a method for visualizing the motion of the plica vocalis (vocal folds) for medical diagnosis. The diagnostic interpretability of a kymogram deteriorates if camera motion interferes with vocal ...
    • Automatic Stream Surface Seeding 

      Edmunds, Matt; McLoughlin, Tony; Laramee, Robert S.; Chen, Guoning; Zhang, Eugene; Max, Nelson (The Eurographics Association, 2011)
      The visualisation of 3D flow poses many challenges. Difficulties can stem from attempting to capture all flow features, the speed of computation, and spatial perception. Streamlines and stream surfaces are standard tools ...
    • Collision-Driven Volumetric Deformation on the GPU 

      Aldrich, Garrett; Pinskiy, Dmitriy; Hamann, Bernd (The Eurographics Association, 2011)
      We present a novel parallel algorithm to animate the deformation of a soft body in response to collision. Our algorithm incorporates elements of physically-based methods, and at the same time, it allows artistic control ...
    • Crystal Scattering Simulation for PET on the GPU 

      Magdics, Milán; Szirmay-Kalos, László (The Eurographics Association, 2011)
      This paper presents a fast algorithm to simulate inter-crystal scattering to increase the accuracy of Positron Emission Tomography (PET). Theoretically, inter-crystal scattering computation would require the solution of a ...
    • Feature-Based Mesh Editing 

      Zhou, Qingnan; Weinkauf, Tino; Sorkine, Olga (The Eurographics Association, 2011)
      Editing and deformation of irregular meshes have become standard tools in geometric modeling. Most approaches try to preserve low-level differential properties of the surface during editing, whereas the global structure ...
    • Reconstructing Buildings as Textured Low Poly Meshes from Point Clouds and Images 

      Reisner-Kollmann, Irene; Luksch, Christian; Schwärzler, Michael (The Eurographics Association, 2011)
      Current urban building reconstruction techniques rely mainly on data gathered from either laser scans or image- based approaches, and do usually require a large amount of manual post-processing and modeling. Difficulties ...
    • Separable Approximation of Ambient Occlusion 

      Huang, Jing; Boubekeur, Tamy; Ritschel, Tobias; Holländer, Matthias; Eisemann, Elmar (The Eurographics Association, 2011)
      Ambient occlusion (AO) provides an effective approximation to global illumination that enjoys widespread use amongst practitioners. In this paper, we present a fast easy-to-implement separable approximation to screen space ...
    • Motion Capture Data Completion and Denoising by Singular Value Thresholding 

      Lai, Ranch Y. Q.; Yuen, Pong C.; Lee, Kelvin K. W. (The Eurographics Association, 2011)
      Human motion is of high articulation and correlation.When a human motion sequence is represented by a matrix, the matrix will be approximately low-rank. This low-rank property has been used by previous manifold-based ...
    • Efficient Feature-preserving Local Projection Operator for Geometry Reconstruction 

      Liao, Bin; Xiao, Chunxia; Jin, Liqiang (The Eurographics Association, 2011)
      This paper proposes an efficient and feature-preserving locally optimal projection operator (FLOP) for geometry reconstruction. We first develop a bilateral weighted local optimal projection operator. We then present a ...