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BoLeRO: A Principled Technique for Including Bone Length Constraints in Motion Capture Occlusion Filling
(The Eurographics Association, 2010)
Given a motion capture sequence with occlusions, how can we recover the missing values, respecting bone-length constraints? Recent past work uses Linear Dynamical Systems (LDS), which work well, except for occasionally ...
Shortest Paths with Arbitrary Clearance from Navigation Meshes
(The Eurographics Association, 2010)
This paper addresses the problem of efficiently computing optimal paths of arbitrary clearance from a polygonal representation of a given virtual environment. Key to the proposed method is a new type of triangulated ...
Wrinkle Meshes
(The Eurographics Association, 2010)
We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the ...
Fast Local and Global Similarity Searches in Large Motion Capture Databases
(The Eurographics Association, 2010)
Fast searching of content in large motion databases is essential for efficient motion analysis and synthesis. In this work we demonstrate that identifying locally similar regions in human motion data can be practical even ...
Real-time Simulation of Large Bodies of Water with Small Scale Details
(The Eurographics Association, 2010)
We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports ...
Edge-Avoiding À-TrousWavelet Transform for fast Global Illumination Filtering
(The Eurographics Association, 2010)
We present a fast and simple filtering method designed for ray traced Monte Carlo global illumination images which achieves real-time rates. Even on modern hardware only few samples can be traced for interactive applications, ...
Texture Compression of Light Maps using Smooth Profile Functions
(The Eurographics Association, 2010)
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, ...
GPU Random Numbers via the Tiny Encryption Algorithm
(The Eurographics Association, 2010)
Random numbers are extensively used on the GPU. As more computation is ported to the GPU, it can no longer be treated as rendering hardware alone. Random number generators (RNG) are expected to cater general purpose and ...
A Work-Efficient GPU Algorithm for Level Set Segmentation
(The Eurographics Association, 2010)
We present a novel GPU level set segmentation algorithm that is both work-efficient and step-efficient. Our algorithm: (1) has linear work-complexity and logarithmic step-complexity, both of which depend only on the size ...