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Now showing items 11-20 of 21
Clustered Pre-convolved Radiance Caching
(The Eurographics Association, 2014)
We present a scalable method for rendering indirect illumination in diffuse and glossy scenes. Our method builds on pre-convolved radiance caching (RC), which enables reusing the incident radiance computed at a surface ...
Efficient Unsupervised Temporal Segmentation of Human Motion
(The Eurographics Association, 2014)
This work introduces an efficient method for fully automatic temporal segmentation of human motion sequences and similar time series. The method relies on a neighborhood graph to partition a given data sequence into distinct ...
Adaptive Tetrahedral Meshes for Brittle Fracture Simulation
(The Eurographics Association, 2014)
We present a method for the adaptive simulation of brittle fracture of solid objects based on a novel reversible tetrahedral mesh refinement scheme. The refinement scheme preserves the quality of the input mesh to a large ...
Optimization Integrator for Large Time Steps
(The Eurographics Association, 2014)
Practical time steps in today's state-of-the-art simulators typically rely on Newton's method to solve large systems of nonlinear equations. In practice, this works well for small time steps but is unreliable at large time ...
Strain Based Dynamics
(The Eurographics Association, 2014)
We propose a new set of constraints within the Position Based Dynamics (PBD) framework that allow the control of strain in directions that are independent of the edge directions of the simulation mesh. Instead of constraining ...
A Peridynamic Perspective on Spring-Mass Fracture
(The Eurographics Association, 2014)
The application of spring-mass systems to the animation of brittle fracture is revisited. The motivation arises from the recent popularity of peridynamics in the computational physics community. Peridynamic systems can be ...
Statistical Characterization of Surface Reflectance
(The Eurographics Association, 2014)
The classification of surface reflectance functions as diffuse, specular, and glossy has been introduced by Heckbert more than two decades ago. Many rendering algorithms are dependent on such a classification, as different ...
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
(The Eurographics Association, 2014)
We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute ...
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
(The Eurographics Association, 2014)
We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ...
Reduced Precision for Hardware Ray Tracing in GPUs
(The Eurographics Association, 2014)
We propose a high performance, GPU integrated, hardware ray tracing system. We present and make use of a new analysis of ray traversal in axis aligned bounding volume hierarchies. This analysis enables compact traversal ...