Now showing items 233-252 of 758

    • Facial Expression Transferring with a Deformable Model 

      Xiang, Guofu; Ju, Xiangyang; Holt, Patrik O'B.; Shang, Lin (The Eurographics Association, 2009)
      This paper presents an automated approach to transferring facial expressions from a generic facial model onto various individual facial models without requiring any prior correspondences and manual interventions during the ...
    • Facile: a System for Artificial Face Dataset Generation 

      Brambilla, Andrea; Colombo, Alessandro (The Eurographics Association, 2010)
      We present Facile, a system for the generation of artificial face datasets aimed to assist the training and evaluation phases of face related algorithms. Facile is able to generate, starting from a set of textured 3D faces ...
    • A Fast Algorithm for Painterly Rendering on Mobile Devices 

      Mukundan, R.; Han, C. (The Eurographics Association, 2008)
      With the rapid growth of mobile graphics applications, non-photorealistic rendering algorithms developed particularly for devices with limited processor capabilities have become important in the areas of games design and ...
    • Fast and Accurate Finite Element Method for Deformation Animations 

      Tang, Wen; Wan, Tao Ruan; Niquin, Ceddric; Schildknecht, Alexandre (The Eurographics Association, 2009)
      We present a matrix clustering method for speeding up finite element computations for non-rigid object animation. The method increases the efficiency of computing deformation dynamics through a compression scheme that ...
    • Fast and Efficient Nearest Neighbor Search for Particle Simulations 

      Gross, Julian; Köster, Marcel; Krüger, Antonio (The Eurographics Association, 2019)
      One of the fundamental algorithms in particle simulations is the identification and iteration over nearest neighbors of every particle. Well-known examples are SPH or PBD simulations that compute forces and particle-position ...
    • Fast and Simple Agglomerative LBVH Construction 

      Apetrei, Ciprian (The Eurographics Association, 2014)
      This paper continues the long-standing tradition of gradually improving the construction speed of spatial acceleration structures using sorted Morton codes. Previous work on this topic forms a clear sequence where each new ...
    • Fast Centroidal Deformation for Large Mesh Models 

      Morsucci, A.; Centin, M.; Signoroni, A. (The Eurographics Association, 2018)
      We present an algorithm that allows fast non-linear deformation editing on high-quality meshes. The proposed Fast Centroidal Deformation (FCD) method is based on a multi-resolution framework, where a centroidal deformation ...
    • A Fast Inverse Kinematics Solver using Intersection of Circles 

      Ramachandran, Srinivasan; John, Nigel W. (The Eurographics Association, 2013)
      Inverse Kinematics (IK) calculates the joint angles of an articulated object so that its end effector can be positioned as desired. This paper presents an efficient IK method using a geometric solver based on the intersection ...
    • Fast Inverse Reflector Design (FIRD) 

      Mas, Albert; Martin, Ignacio; Patow, Gustavo (The Eurographics Association, 2008)
      This paper presents a new method ofr a GPU-based computation of outgoing light distribution for inverse reflector design. We propose a fast method to obtain the outgoing light distribution of a parametrized reflector, and ...
    • Fast Neighborhood Search on Polygonal Meshes 

      Rocca, Luigi; Giorgis, Nikolas De; Panozzo, Daniele; Puppo, Enrico (The Eurographics Association, 2011)
      We introduce a spatial index to support the fast retrieval of large neighborhoods of points on a polygonal mesh. Our spatial index can be computed efficiently off-line, introducing a negligible overhead over a standard ...
    • Fast Rendering of Complex Dynamic Scenes 

      Kovalcík, Vit; Sochor, Jiri (The Eurographics Association, 2006)
      We present a novel algorithm capable of rendering complex dynamic scenes at high frame rates. The key part of the algorithm is occlusion culling which is performed by an optimized usage of the hardware occlusion queries. ...
    • Fast Scalable k-NN Computation for Very Large Point Clouds 

      Spina, Sandro; Debattista, Kurt; Bugeja, Keith; Chalmers, Alan (The Eurographics Association, 2012)
      The process of reconstructing virtual representations of large real-world sites is traditionally carried out through the use of laser scanning technology. Recent advances in these technologies led to improvements in precision ...
    • Fast Simulation of Facial Tissue Deformations Using Mass-Spring Chain Algorithm 

      Duysak, A.; Zhang, J. J. (The Eurographics Association, 2005)
      We propose a method to develop a unique head model to be used in craniofacial surgery simulations. This method considers the shape of the head and skull structure and provides a polygonal model, which includes different ...
    • Fast Stippling based on Weighted Centroidal Voronoi Diagrams 

      Gómez, Eila; Méndez, Elías; Arroyo, Germán; Martín, Domingo (The Eurographics Association, 2017)
      Stippling is an artistic technique that has been used profusely in antiquity. One of the main problems is that it requires great skill and patience to achieve excellent results due to the large number of points that must ...
    • Faster Ray-Traced Shadows for Hybrid Rendering of Fully Dynamic Scenes by Pre-BVH Culling 

      Selgrad, Kai; Müller, Jonas; Stamminger, Marc (The Eurographics Association, 2015)
      With ever increasing ray traversal and hierarchy construction performance the application of ray tracing to problems often tackled by rasterization-based algorithms is becoming a viable alternative. This is especially ...
    • Faster Rendering of Human Skin 

      Jimenez, Jorge; Gutierrez, Diego (The Eurographics Association, 2008)
      Rendering realistic human skin is not a trivial task. It means dealing with light diffusion in a multi-layered material, where multiple subsurface scattering events take place. Great care must be taken when simulating its ...
    • Fire and Gas Detection Mapping using Volumetric Rendering 

      Cotterill, Cameron; Davison, Tyrone; O'Connor, Simon J.; Orr, David; Charles, Fred; Tang, Wen (The Eurographics Association, 2016)
      The software presented here provides an interactive real-time tool for the simulation of fire and gas detection mapping using volumetric rendering based on the layouts of fire and gas detectors within 3D virtual environments.
    • Fireman Rescue: A Serious Game for Fire Fighting Training 

      Ríos, Alejandro; Bonet, Carles; Morales, J. L.; Alavedra, Axel; París, Alejandro; Guillén, Marc (The Eurographics Association, 2017)
      This paper introduces a Serious Game that will be used as a tool for training fire fighting students at the Public Security Institute of Catalonia. The game is played in a virtual environment free of real hazards and/or ...
    • A Flexible Approach to High Performance Visualization Enabled Augmented Reality 

      Hughes, Chris J.; John, Nigel W. (The Eurographics Association, 2007)
      Commonly registration and tracking within Augmented Reality (AR) applications have been built around computer vision techniques that use limited bold markers, which allow for their orientation to be estimated in real-time. ...
    • Flexible Interaction with Large Point-Based Datasets 

      Rosiuta, A.; Reina, G.; Ertl, T. (The Eurographics Association, 2006)
      We present an application for interacting with large, point-based datasets built with commodity off-the-shelf hardware. Our system works on ordinary workstations with mouse and keyboard interaction as well as on immersive ...