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Now showing items 11-20 of 36
Parallel Spatial Splits in Bounding Volume Hierarchies
(The Eurographics Association, 2016)
Bounding volume hierarchies (BVH) are essential for efficient ray tracing. In time-constrained situations such as real-time or large model visualization, fast construction of BVHs usually compromises hierarchy quality, ...
Large-Scale Finite State Game Engines
(The Eurographics Association, 2016)
This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ...
Versatile Interactions at Interfaces for SPH-Based Simulations
(The Eurographics Association, 2016)
The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit ...
Two-way Coupling of Fluids to Reduced Deformable Bodies
(The Eurographics Association, 2016)
We propose a fully monolithic two-way coupling framework that couples incompressible fluids to reduced deformable bodies. Notably, the resulting linear system matrix is both symmetric and positive-definite. Our method ...
MCFTLE: Monte Carlo Rendering of Finite-Time Lyapunov Exponent Fields
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Traditionally, Lagrangian fields such as finite-time Lyapunov exponents (FTLE) are precomputed on a discrete grid and are ray casted afterwards. This, however, introduces both grid discretization errors and sampling errors ...
SVGPU: Real Time 3D Rendering to Vector Graphics Formats
(The Eurographics Association, 2016)
We focus on the real-time realistic rendering of a 3-D scene to a 2-D vector image. There are several application domains which could benefit substantially from the compact and resolution independent intermediate format ...
Masked Software Occlusion Culling
(The Eurographics Association, 2016)
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
Building and Animating User-Specific Volumetric Face Rigs
(The Eurographics Association, 2016)
Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as ...
Topology-Aware Neighborhoods for Point-Based Simulation and Reconstruction
(The Eurographics Association, 2016)
Particle based simulations are widely used in computer graphics. In this field, several recent results have improved the simulation itself or improved the tension of the final fluid surface. In current particle based ...
Iterative Closest Conformal Maps between Planar Domains
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Conformal maps between planar domains are an important tool in geometry processing, used for shape deformation and image warping. The Riemann mapping theorem guarantees that there exists a conformal map between any two ...