Now showing items 183-202 of 736

    • Easy Access to Huge 3D Models ofWorks of Art 

      Callieri, M.; Ponchio, F.; Cignoni, P.; Scopigno, R. (The Eurographics Association, 2006)
      Automatic shape acquisition technologies evolved rapidly in recent years, and huge mass of 3D data can be easily produced. The high accuracy of range scanning technology makes the Cultural Heritage domain one of the ideal ...
    • Easy Going Vector Graphics as Textures on the GPU 

      Patow, Gustavo (The Eurographics Association, 2015)
      One common problem of raster images when used as textures is its resolution dependence, which could produce artifacts such as blurring. On the contrary, vector graphics are resolution independent, and their direct use for ...
    • Edge Adaptive and Energy Preserving Volume Upscaling for High Quality Volume Rendering 

      Giachetti, Andrea; Guitián, J. A. Iglesias; Gobbetti, Enrico (The Eurographics Association, 2010)
      We describe an edge-directed optimization-based method for volumetric data supersampling. The method is based on voxel splitting and iterative refinement performed with a greedy optimization driven by the smoothing of ...
    • An Edge-based Approach to Adaptively Refining a Mesh for Cloth Deformation 

      Simnett, Timothy J. R.; Laycock, Stephen D.; Day, Andy M. (The Eurographics Association, 2009)
      Simulating cloth in real-time is a challenging endeavour due to the number of triangles necessary to depict the potentially frequent changes in curvature, in combination with the physics calculations which model the ...
    • Edición de Escenas 3D sobre OpenSceneGraph 

      Zarzoso, Jesus; Ten, Maria; Torres, Jordi; Gaitan, Rafael; Lluch, Javier (The Eurographics Association, 2008)
      En este artículo, presentamos un sistema de edición y manipulación de objetos 3D multiplataforma y de código libre, programado sobre OpenSceneGraph. El sistema está compuesto por una librería, que permite la manipulación ...
    • Edición y visualización de información vectorial en aplicaciones SIG 

      Torres, Jordi; Zarzoso, Jesús; Ten, María; Gaitán, Rafael; Lluch, Javier (The Eurographics Association, 2009)
      Con la llegada de los Sistemas de Información Geográfica (SIG) en 3D, han aparecido nuevas formas de representar datos vectoriales mucho más intuitivas y realistas para los usuarios. En este artículo se presenta una librería ...
    • The Effect of Discretised and Fully Converged Spatialised Sound on Directional Attention and Distraction 

      Harvey, Carlo; Walker, Steve; Bashford-Rogers, Thomas; Debattista, Kurt; Chalmers, Alan (The Eurographics Association, 2010)
      A major challenge in Virtual Reality (VR) is to be able to provide interactive rates of realism. However this is very computationally demanding and only recently has high-fidelity rendering become close to interactive rates ...
    • An Efficient Algorithm for Adaptive Segmentation and Tessellation with Pixel Precision 

      Martinelli, Alessandro (The Eurographics Association, 2007)
      We propose a new algorithm to get a representation of a curved surface with the precision of the image pixel. This technique uses some results from Scan-line algorithms, but it considers also the new functionalities from ...
    • Efficient and Robust Position-Based Fluids for VFX 

      Alduán, Iván; Tena, Angel; Otaduy, Miguel A. (The Eurographics Association, 2015)
      Designing a fluid simulator with VFX production pipelines in mind is a difficult task where goals like efficiency, robustness and scalability compromise each other. Many impressive fluid simulation methods have been presented ...
    • An Efficient Caching Technique for Rendering Translucent Materials 

      Keng, Shih-Ling; Lee, Wang-Yeh; Chuang, Jung-Hong (The Eurographics Association, 2005)
      This paper presents an efficient rendering technique for translucent materials using caches. The proposed caching scheme, inspired by the irradiance caching method, is integrated into a hierarchical rendering technique for ...
    • Efficient Conservative Collision Detection for Populated Virtual Worlds 

      Fernandes, A. Ramires; Deusdado, L. (The Eurographics Association, 2006)
      Large virtual worlds, with considerable level of detail are starting to emerge everywhere, from large areas of actual cities to archaeological detailed reconstructions of sites. Populating a virtual world adds an extra ...
    • Efficient focus+context visual exploration of volume datasets 

      Campos, Jordi; Puig, Anna; Tost, Dani (The Eurographics Association, 2006)
      We propose a hierarchical representation of volume data sets based on a user-given definition of features. The model is general and it can be used for various types of feature definitions such as rendering queries, topological ...
    • Efficient Image Blur in Web-Based Applications 

      Kraus, Martin (The Eurographics Association, 2010)
      Scripting languages require the use of high-level library functions to implement efficient image processing; thus, real-time image blur in web-based applications is a challenging task unless specific library functions are ...
    • Efficient Path Matching Motion Generation Algorithm for Multi Agent Environment 

      Lau, Newman; Chow, Chapmann; Lee, Pouro; Iu, Bartholomew (The Eurographics Association, 2008)
      This paper presents an efficient method to generate a large amount of continuous motion data from motion captured data. Given user defined way point lists for each agent, the algorithm can automatically generate collision ...
    • Efficient Remote Rendering Using Equirectangular Projection 

      McNamee, Josh; Debattista, Kurt; Chalmers, Alan (The Eurographics Association, 2017)
      Presenting high quality Virtual Reality (VR) experiences on head-mounted displays (HMDs) requires significant computational requirements. To ensure a high-fidelity experience, the displayed images must be highly accurate, ...
    • Efficient Representation of Layered Depth Images for Real-time Volumetric Tests 

      Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2008)
      Representing Layered Depth Images (LDI) as 3D texture can be used to approximate complex, arbitrarily shaped volumes on graphics hardware. Based on this concept, a number of real-time applications such as collision detection ...
    • An Efficient Restricted Quadtree Triangulation based on the Hilbert Space-filling Curve 

      Valle, Y. (The Eurographics Association, 2008)
      Digital Terrain Models play an important role in a variety of applications such as games, virtual simulations and geographic information systems. Most of terrain visualization techniques are based on multiresolution models ...
    • Enabling Visualization of Massive Datasets Through MPP Database Architecture 

      Al-Naser, Aqeel; Rasheed, Masroor; Brooke, John; Irving, Duncan (The Eurographics Association, 2011)
      We are developing a novel visualization architecture which is specifically designed to render very large (terabyte scale) datasets. Our method differs from the classic visualization pipeline of Harber and McNabb. In ...
    • Enhanced Sphere Tracing 

      Keinert, Benjamin; Schäfer, Henry; Korndörfer, Johann; Ganse, Urs; Stamminger, Marc (The Eurographics Association, 2014)
      In this paper we present several performance and quality enhancements to classical sphere tracing: First, we propose a safe, over-relaxation-based method for accelerating sphere tracing. Second, a method for dynamically ...
    • Environment based on Augmented Reality and Interactive Simulation for Product Design Review 

      Bordegoni, Monica; Ferrise, Francesco; Ambrogio, Marco; Caruso, Giandomenico; Bruno, Fabio; Caruso, Francesco (The Eurographics Association, 2008)
      The aesthetic impact of a product is an important parameter that makes the difference among products technologically similar and with same functionalities. Product shape, which is strictly connected to the aesthetic impact, ...