Now showing items 543-562 of 736

    • S3Dc: A 3Dc-based Volume Compression Algorithm 

      Yela, H.; Navazo, I.; Vazquez, P. (The Eurographics Association, 2008)
      Volumes acquired for medical purposes are continuously increasing in size, faster than graphic cards memory capacity. Large volumetric datasets do not fit into GPU memory and therefore direct rendering is not possible. ...
    • Scanline Edge-flag Algorithm for Antialiasing 

      Kallio, Kiia (The Eurographics Association, 2007)
      In this paper, a novel algorithm for rendering antialiased 2D polygons is presented. Although such algorithms do exist, they are inefficient when comparing to non-antialiased alternatives. This has lead to a situation where ...
    • Scene Segmentation Based on NURBS Surface Fitting Metrics 

      Pagnutti, Giampaolo; Zanuttigh, Pietro (The Eurographics Association, 2015)
      This paper proposes a segmentation scheme jointly exploiting color and depth data within a recursive region splitting framework. A set of multi-dimensional vectors is built from color and depth data and the scene is segmented ...
    • Screen Space Obscurances 

      Sunyer, Nicolau; Gumbau, Jesús; Chover, Miguel; Sbert, Mateu (The Eurographics Association, 2009)
      La simulación de la iluminación indirecta en una escena suele ser muy costosa por lo que normalmente ésta se usa de forma precalculada para escenas estáticas. En este artículo proponemos un algoritmo que aproxima el cálculo ...
    • Screen Space Particle Selection 

      Köster, Marcel; Krüger, Antonio (The Eurographics Association, 2018)
      Analyses of large 3D particle datasets typically involve many different exploration and visualization steps. Interactive exploration techniques are essential to reveal and select interesting subsets like clusters or other ...
    • Screen Space Re-Rendering for the Simulation of Concert Lighting 

      Stephenson, Ian; Scanlan, Liam (The Eurographics Association, 2010)
      The visualisation of modern concert lighting requires complex illumination models to be calculated at interactive frame rates. Each light may have 20 or more parameters which are all changing in real time. Here we present ...
    • Seamless Mesh Stitching Using Curve Approximation 

      Gobeawan, Like; Xu, Shuhong; Turner, Stephen John (The Eurographics Association, 2007)
      Stitching two mesh partitions at their boundaries poses some challenges, especially when a visually seamless result is desired. In general, direct stitching of mismatching mesh boundaries does not readily produce a seamless ...
    • A Seamless Pipeline for the Acquisition of the Body Shape: the Virtuoso Case Study 

      Saba, Marianna; Sorrentino, Fabio; Muntoni, Alessandro; Casti, Sara; Cherchi, Gianmarco; Carcangiu, Alessandro; Corda, Fabrizio; Murru, Alessio; Spano, Lucio Davide; Scateni, Riccardo; Vitali, Ilaria; Salvetti, Ovidio; Magrini, Massimo; Villa, Andrea; Carboni, Andrea; Pascali, Maria Antonietta (The Eurographics Association, 2017)
      In this paper, we describe the design and the implementation of the demonstrator for the Virtuoso project, which aims at creating seamless support for fitness and wellness activities in touristic resort.We define the ...
    • Segmenting Teeth from Volumetric CT Data with a Hierarchical CNN-based Approach 

      Macho, Philipp Marten; Kurz, Nadja; Ulges, Adrian; Brylka, Robert; Gietzen, Thomas; Schwanecke, Ulrich (The Eurographics Association, 2018)
      This paper addresses the automatic segmentation of teeth in volumetric Computed Tomography (CT) scans of the human skull. Our approach is based on a convolutional neural network employing 3D volumetric convolutions. To ...
    • Segmenting the External Surface of a Human Skull in MR Data 

      Salas, M.; Maddock, S. (The Eurographics Association, 2008)
      A method is presented to extract the outline of the skull region in coronal Magnetic Resonance (MR) images from the Visible Human Project. The starting point is the formulation of a Gradient Vector Flow (GVF) snake extended ...
    • Selective BRDFs for High Fidelity Rendering 

      Bradley, Tim; Debattista, Kurt; Bashford-Rogers, Thomas; Harvey, Carlo; Doukakis, Stratos; Chalmers, Alan (The Eurographics Association, 2016)
      High fidelity rendering systems rely on accurate material representations to produce a realistic visual appearance. However, these accurate models can be slow to evaluate. This work presents an approach for approximating ...
    • Selective Parallel Rendering for High-Fidelity Graphics 

      Debattista, K.; Sundstedt, V.; Pereira, F.; Chalmers, A. (The Eurographics Association, 2005)
      High-Fidelity rendering of complex scenes is one of the primary goals of computer graphics. Unfortunately, high- fidelity rendering is notoriously computationally expensive. In this paper we present a framework for ...
    • Selective Rasterized Ray-traced Reflections on the GPU 

      Kastrati, Mattias Frid; Goswami, Prashant (The Eurographics Association, 2016)
      Ray-tracing achieves impressive effects such as realistic reflections on complex surfaces but is also more computationally expensive than classic rasterization. Rasterized ray-tracing methods can accelerate ray-tracing by ...
    • Self-Organising Maps for Implicit Surface Reconstruction 

      Yoon, Mincheol; Ivrissimtzis, Ioannis; Lee, Seungyong (The Eurographics Association, 2008)
      This paper proposes an implicit surface reconstruction algorithm based on Self-Organising Maps (SOMs). The SOM has the connectivity of a regular 3D grid, each node storing its signed distance from the surface. At each ...
    • SemAnatomy3D: Annotation of Patient-Specific Anatomy 

      Banerjee, Imon; Patanè, Giuseppe; Spagnuolo, Michela (The Eurographics Association, 2015)
      In the digital age of medicine, patient-specific 3D anatomical reconstructions are becoming increasingly relevant in several applications, starting from bio-mechanical simulation, virtual surgery, implant design to ...
    • A Semi-automatic Algorithm for Applying the Ken Burns Effect 

      Allegra, Dario; Stanco, Filippo; Valenti, Grigori (The Eurographics Association, 2015)
      In historical documentaries, video material often is not available. For this reason they are mainly made by using static material such as old photographs. To make this material more endearing and dynamic an effect known ...
    • Sensitivity Analysis in Shape Optimization using Voxel Density Penalization 

      Montoya-Zapata, Diego; Acosta, Diego A.; Moreno, Aitor; Posada, Jorge; Ruiz-Salguero, Oscar (The Eurographics Association, 2019)
      Shape optimization in the context of technical design is the process by which mechanical demands (e.g. loads, stresses) govern a sequence of piece instances, which satisfy the demands, while at the same time evolving towards ...
    • Shape Comparison and Deformation Analysis in Biomedical Applications 

      Colantonio, S.; Moroni, D.; Salvetti, O. (The Eurographics Association, 2006)
      In this paper, we present a method for comparing shapes and analyzing deformations of 3D image objects. This method is based on the definition of an object model based on multi-source 3D images. Elective application cases ...
    • Shape Reconstruction with Uncertainty 

      Papaleo, L.; Puppo, E. (The Eurographics Association, 2006)
      This paper presents a general Surface Reconstruction framework which encapsulates the uncertainty of the sampled data, making no assumption on the shape of the surface to be reconstructed. Starting from the input points ...
    • Simple and Efficient Normal Encoding with Error Bounds 

      Schinko, Christoph; Ullrich, Torsten; Fellner, Dieter W. (The Eurographics Association, 2011)
      Normal maps and bump maps are commonly used techniques to make 3D scenes more realistic. Consequently, the efficient storage of normal vectors is an important task in computer graphics. This work presents a fast, lossy ...