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Interactive Steering of Mesh Animations
(The Eurographics Association, 2012)
Creating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with ...
Finger Walking: Motion Editing with Contact-Based Hand Performance
(The Eurographics Association, 2012)
We present a system for generating full-body animations from the performance on a touch-sensitive tabletop of ''finger walking'', where two fingers are used to pantomime leg movements. A user study was conducted to explore ...
Evaluating the Plausibility of Edited Throwing Animations
(The Eurographics Association, 2012)
Animation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level ...
Smoke Sheets for Graph-Structured Vortex Filaments
(The Eurographics Association, 2012)
Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. ...
Cloning Crowd Motions
(The Eurographics Association, 2012)
This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ...
Parameterized Skin for Rendering Flushing Due to Exertion
(The Eurographics Association, 2016)
It is known that physical exercise increases bloodflow and flushing of the facial skin. When digital artists hand-paint the textures for animation of realistic effects such as flushing due to exertion, they observe real-life ...
Automatic Shader Level of Detail
(The Eurographics Association, 2003)
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film ...
Material Modeling with Physical Constraints
(The Eurographics Association, 2013)
The workflows and interfaces of commercial rendering software are currently designed for believable rendering purposes. However, for predictive rendering other approaches are needed; for example, the usual approach to ...
Tractography in Context: Multimodal Visualization of Probabilistic Tractograms in Anatomical Context
(The Eurographics Association, 2012)
Multi-modal display of neurological data in anatomical context is a challenging issue in biomedical visualization. We present an application-driven approach, which solves the visibility issues arising from the simultaneous ...
Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions
(The Eurographics Association, 2002)
We propose texture maps that contain at each texel all the parameters of a Lafortune representation BRDF as a compact, but quite general surface appearance representation. We describe a method for rendering such surfaces ...