Now showing items 9-26 of 26

    • Geometry-Aware Image Completion via Multiple Examples 

      Wang, Guihang; Chen, Xuejin; Hu, Siyu (The Eurographics Association, 2014)
      When browsing through photographs taken during a trip, it can be a distressing discovery to find many other bystanders captured within the frame. A visually compelling snapshot preserves the desired subject in the foreground, ...
    • Image Palette: Brushstroke Synthesis-based Style Transfer 

      Miao, Zheng; Zhang, Yan; Zheng, Zhibin; Sun, Zhengxing (The Eurographics Association, 2014)
      Painting style transfer is one kind technology where given the sample images with some specific art style, we can render the target images in the same style as the samples after some computation. In this paper we present ...
    • Incorporating Fiber Controls into FEM Model for Transversely Isotropic Materials 

      Jianping, Cai; Feng, Lin; Tsui, Lee Yong; Kemao, Qian; Soon, Seah Hock (The Eurographics Association, 2014)
      Physically plausible deformable models based on continuum mechanics have been a hot topic in computer graphics for decades, and many models have been proposed to improve performance speed and stability. However, most of ...
    • Integrating Occlusion Culling into LOD on GPU 

      Peng, Chao (The Eurographics Association, 2014)
      Real-time rendering of complex 3D models is still a very challenging task. Recently, GPU-based level-of-detail (LOD) approaches have been proposed to fast decrease the complexity of a 3D model, but applying only LOD ...
    • Parallel BTF Compression with Multi-Level Vector Quantization in OpenCL 

      Egert, Petr; Vlastimil, Havran (The Eurographics Association, 2014)
      Bidirectional Texture Function (BTF) as an effective visual fidelity representation of surface appearance is becoming more and more widely used. In this paper we report on contributions to BTF data compression for multi-level ...
    • PatchMove: Patch-based Fast Image Interpolation with Greedy Bidirectional Correspondence 

      Saito, Shunsuke; Sakamoto, Ryuuki; Morishima, Shigeo (The Eurographics Association, 2014)
      In this paper, we present a method for the plausible interpolation of images. This method has several applications, such as for smooth view interpolation, low frame-rate video upsampling, and animation. The central idea ...
    • Perceptually Optimised Illumination for Seamless Composites 

      Chalmers, Andrew; Choi, Jong Jin; Rhee, Taehyun (The Eurographics Association, 2014)
      Realistic illumination in composition is important for a seamless mixture between the virtual and real world objects in visual effects and mixed reality. The seamlessness is the measure of how perceivably apparent the ...
    • Projecting Points onto Planar Parametric Curves by Local Biarc Approximation 

      Song, Hai-Chuan; Shi, Kan-Le; Yong, Jun-Hai; Zhang, Sen (The Eurographics Association, 2014)
      This paper proposes a geometric iteration algorithm for computing point projection and inversion on surfaces based on local biarc approximation. The iteration begins with initial estimation of the projection of the prescribed ...
    • Quantitative Analysis of Voxel Raytracing Acceleration Structures 

      Chajdas, Matthäus G.; Westermann, Rüdiger (The Eurographics Association, 2014)
      In this work, we provide a comprehensive analysis of GPU acceleration structures for voxel raytracing. We compare the commonly used octrees to BVH and KD trees, which are the standard in GPU triangle raytracing. Evaluating ...
    • Random Sparse Coded Aperture for Lensless Imaging 

      Wang, Zhenglin; Lee, Ivan (The Eurographics Association, 2014)
      This paper develops a computational lensless imaging system based on a random sparse coded aperture. The camera consists of a thin mask with a coded pattern and a standard sensor array. The proposed coded aperture contains ...
    • Real-time Collision Detection with Two-level Spatial Hashing on GPU 

      Hong, Yang; Wu, Wen; Chen, Hui (The Eurographics Association, 2014)
      In this paper, a two-level parallel spatial hashing method is presented for real-time collision detection of deformable objects based on modern GPU architecture. The second-level of spatial hashing is used to improve the ...
    • Saliency-driven Depth Compression for 3D Image Warping 

      Gu, Minjie; Hu, Shanfeng; Wang, Xiaochuan; Liang, Xiaohui; Shen, Xukun; Qin, Aihong (The Eurographics Association, 2014)
      Current compression methods compress depth images by incorporating 2D features, which leads to a loss of the detail of the original 3D object in the recovered depth image. The main idea of this paper is to augment 2D ...
    • Scene Segmentation and Understanding for Context-Free Point Clouds 

      Spina, Sandro; Debattista, Kurt; Bugeja, Keith; Chalmers, Alan (The Eurographics Association, 2014)
      The continuous development of new commodity hardware intended to capture the surface structure of objects is quickly making point cloud data ubiquitous. Scene understanding methods address the problem of determining the ...
    • A Simple Artistic Rendering Method for Stereoscopic Images 

      Li, Dajin; Bai, Chengjie (The Eurographics Association, 2014)
      General painterly rendering algorithms cannot be used to render stereo image pair separately because they may produce random noise and lead to inconsistency between binocular images. In this paper, a generic rendering ...
    • Sky Browser: Search for HDR Sky Maps 

      Chalmers, Andrew; Lewis, John; Hillman, Peter; Tait, Charlie; Rhee, Taehyun (The Eurographics Association, 2014)
      In a visual effects studio for movie production, sky maps play an important role for acting as a sky backdrop to a scene. The backdrop to a scene is often represented using a high-resolution sky map. This motivates the ...
    • Surface Mesh Segmentation and Reconstruction with Smooth Boundary Curves 

      Tsuchie, Shoichi; Higashi, Masatake (The Eurographics Association, 2014)
      In mesh segmentation for industrial design objects, each segment defined by a region with closed boundary should correspond to its underlying surface constructed according to the designer's intention. In order to generate ...
    • Visibility Filtering for Producing Indirect Illumination 

      Chen, Yu-Jung; Yen, Chen-Yu; Chen, Yen-Yu; Chen, Wei-Chao; Chien, Shao-Yi (The Eurographics Association, 2014)
      Indirect illumination is one of the most visually significant effects for a synthesized image. In order to render such effects at interactive rates, it is important to resolve the visibility between surfaces efficiently. ...
    • Visual Analysis of FPS Gameplay Data: From Game Design to Player Behavior 

      Li, Quan; Qu, Huamin (The Eurographics Association, 2014)
      Gameplay data analysis has already become an important method for analyzing player behavior in games. Visualization is a promising way to explore and gain insight into the data. In this paper, we work closely with the game ...