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Now showing items 31-40 of 202
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. ...
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 ...
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 ...
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
Tile-Based Texture Mapping on Graphics Hardware
(The Eurographics Association, 2004)
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key challenge for texture mapping is how to store and manage large textures on graphics processors. In this paper, we present a ...
An Effective Hardware Architecture for Bump Mapping Using Angular Operation
(The Eurographics Association, 2003)
In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping ...
The Ray Engine
(The Eurographics Association, 2002)
Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the effects possible with ray ...
Quasi-Linear Depth Buffers With Variable Resolution
(The Eurographics Association, 2001)
In this paper we present new class of variable-resolution depth buffers, providing a flexible trade-off between depth precision in the distant areas of the view volume and performance. These depth buffers can be implemented ...