Browsing Short Papers by Title
Now showing items 16-27 of 27
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Perceptually Based Afterimage Synthesis
(The Eurographics Association, 2012)Afterimages comprise a common, recurring perceptual phenomenon experienced in a daily-basis. Afterimages are best realized when staring at some high intensity light source (i.e., a light bulb) and then shifting the ocular ... -
Physically-Based Depth of Field in Augmented Reality
(The Eurographics Association, 2012)We present a novel method for rendering and compositing video in augmented reality. We focus on calculating the physically correct result of the depth of field caused by a lens with finite sized aperture. In order to ... -
Real-Time Metaball Ray Casting with Fragment Lists
(The Eurographics Association, 2012)In this paper we describe a method for rendering particle-based medium representations. The algorithm builds per-pixel lists of relevant metaballs, then incrementally constructs a piecewise polynomial approximation of ... -
Reflective Shadow Map Clustering for Real-Time Global Illumination
(The Eurographics Association, 2012)We present a method for real-time clustering of VPLs obtained from Reflective Shadow Maps (RSM). The clusters are treated as area light sources and used to approximate indirect illumination. The spatial extent of a cluster ... -
Robust Outlier Removal from Point Clouds Acquired with Structured Light
(The Eurographics Association, 2012)We present a method for automatic, robust identification of outliers in point clouds acquired with structured light. In contrast to most state of the art methods, we consider available 2D information instead of operating ... -
S-buffer: Sparsity-aware Multi-fragment Rendering
(The Eurographics Association, 2012)This work introduces S-buffer, an efficient and memory-friendly gpu-accelerated A-buffer architecture for multifragment rendering. Memory is organized into variable contiguous regions for each pixel, thus avoiding limitations ... -
Scented Sliders for Procedural Textures
(The Eurographics Association, 2012)Procedural textures often expose a set of parameters controlling their final appearance. This lets end users tune the final look and feel, typically through a set of sliders. However, it is difficult to predict the changes ... -
Shape Reconstruction from Raw Point Clouds using Depth Carving
(The Eurographics Association, 2012)Shape reconstruction from raw point sets is a hot research topic. Point sets are increasingly available as primary input source, since low-cost acquisition methods are largely accessible nowadays, and these sets are more ... -
Skeleton Based Importance Sampling for Path Tracing
(The Eurographics Association, 2012)When working with large and complex scenes, situations arise where light flux takes complex paths to reach the observer. In such cases, traditional stochastic algorithms, like ray tracing algorithms, will have difficulties ... -
Solid-state Culled Discrete Element Granular Systems
(The Eurographics Association, 2012)Dry granular materials are common in computer animations, such as when a character drags a finger through sand or grabs a handful of wheat. However, simulating hundreds of thousands to millions of interacting particulates ... -
Steady State Stokes Flow Interpolation for Fluid Control
(The Eurographics Association, 2012)Fluid control methods often require surface velocities interpolated throughout the interior of a shape to use the velocity as a feedback force or as a boundary condition. Prior methods for interpolation in computer graphics ... -
Variation-Factored Encoding of Facade Images
(The Eurographics Association, 2012)Urban facades contain large-scale repetitions in the form of windows, doors, etc. Such elements often are in different configurations (e.g., open or closed) obscuring their regular arrangements to any direct low-level pixel ...