Now showing items 1-20 of 703

    • Perlin Noise and 2D Second-Order Tensor Field Visualization 

      Liu, J.; Perrin, J.; Turner, M.; Hewitt, W. T. (The Eurographics Association, 2005)
      There has been much research in the use of texture for visulization the vector field data, whereas there has only been a few papers concerned specifically with tensor field data. This set is more complex and embeds more ...
    • 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 ...
    • Implementing an Improved Stereoscopic Camera Model 

      Froner, Barbara; Holliman, Nick (The Eurographics Association, 2005)
      The usable perceived depth range of all stereoscopic 3D displays is limited by human factors considerations to a bounded range around the plane of the display. To account for this our Three Region stereoscopic camera model ...
    • Cost Prediction Maps for Global Illumination 

      Gillibrand, Richard; Debattista, Kurt; Chalmers, Alan (The Eurographics Association, 2005)
      There is a growing demand from the media industry, including computer games, virtual reality and simulation, for increasing realism in real-time for their computer generated images. Despite considerable advances in processing ...
    • Perceptual Level of Detail for Efficient Ray Tracing of Complex Scenes 

      Yang, X.; Chalmers, A. (The Eurographics Association, 2005)
      Rendering complex scenes in real time remains one of the major challenges in computer graphics. Recent research in perceptual rendering algorithms and level of detail techniques have shown that, by exploiting knowledge of ...
    • A Psychologically-Based Simulation of Human Behaviour 

      Rymill, Stephen J.; Dodgson, Neil A. (The Eurographics Association, 2005)
      We describe a system designed to simulate human behaviour in crowds in real-time, concentrating particularly on collision avoidance. The algorithms used are based heavily on psychology research, and the ways this has been ...
    • The Data Surface Interaction Paradigm 

      Lindell, Rikard; Larsson, Thomas (The Eurographics Association, 2005)
      This paper presents, in contrasts to the desktop metaphor, a content centric data surface interaction paradigm for graphical user interfaces applied to music creativity improvisation. Issues taken into account were navigation ...
    • Real-Time Animation of Particles and Seaweeds in Underwater Scenes 

      Coulais, Y.; Ghazanfarpour, D.; Terraz, O.; Thon, S. (The Eurographics Association, 2005)
      Water is one of the most important natural phenomena to be rendered in computer graphics. Although ocean waves animation has been well studied in Computer graphics, only few studies have been done for underwater animation. ...
    • Perceptually-Oriented Interest Management In Large-Scale Networked Virtual Environments 

      Dunwell, I.; Whelan, J. C. (The Eurographics Association, 2005)
      Amongst the most significant challenges in developing large-scale multi-user virtual environments is the efficient filtering of data to each user - a process commonly described as "interest management". This work-in-progress ...
    • 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 ...
    • Simulating the Cumulative Effects of Multiple Impacts using 'Fracture Maps' 

      Clifton, T. (The Eurographics Association, 2005)
      Abstract Much research has been carried out within the computer graphics community to simulate the effects of collisions between deformable and rigid bodies, but little has been proposed to take into account the effects ...
    • Integrating Abstract and Physical Molecular Model Interaction 

      Thorne, Dave; Pettifer, Steve; Attwood, Terri (The Eurographics Association, 2005)
      Historically, bioinformaticians have carried out protein analysis in one of two ways: by concentrating on either the physical structural representation of the subject data or a more abstract sequential representation. This ...
    • Arachnid Simulation: Scaling Arbitrary Surfaces 

      Cenydd, L. ap; Teahan, W. (The Eurographics Association, 2005)
      There has been little research done into the realistic simulation of creatures with the ability to crawl across arbitrary surfaces, clamber up walls and walk across ceilings. Realistic simulation of such feats would be of ...
    • 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 ...
    • Real-time Simulation of Crowds Using Voronoi Diagrams 

      Champagne, J.; Tang, W. (The Eurographics Association, 2005)
      In this paper, we present a novel approach for real-time simulation of crowds. Our method is to compute generalised 2D Voronoi diagrams on environment maps for the locations of agents in the crowds. The Voronoi diagrams ...
    • Click and Brush: A Novel Way of Finding Correlations and Relationships in Visualizations 

      Wright, Michael A. E.; Roberts, Jonathan C. (The Eurographics Association, 2005)
      Brushing is a commonly used interaction technique that allows users to select items or an area of the visualization as the user moves the mouse. Brushing is often used with multiple views, where any co-related information ...
    • Keyframing Particles of Physically Based Systems 

      Dingle, Brent M.; Keyser, John (The Eurographics Association, 2005)
      This paper will present a way to use keyframing methods for particle motion to enhance the visual effects and user controllability of physically based particle systems. This will be done using an adaptive correction ...
    • Ubiquitous Virtual Reality: Accessing Shared Virtual Environments through Videoconferencing Technology 

      Pfeiffer, Thies; Weber, Matthias; Jung, Bernhard (The Eurographics Association, 2005)
      This paper presents an alternative to existing methods for remotely accessing Virtual Reality (VR) systems. Common solutions are based on specialised software and/or hardware capable of rendering 3D content, which not only ...
    • skML a Markup Language for Distributed Collaborative Visualization 

      Duce, D. A.; Sagar, M. (The Eurographics Association, 2005)
      This paper describes a reference model and a markup language for representing processing and dataflow in distributed collaborative visualization applications. The language, skML, enables processing to be represented at ...
    • Towards Realism in Facial Image Prototyping: Results of a Wavelet MRF Method 

      Tiddeman, Bernard; Stirrat, Michael; Perrett, David (The Eurographics Association, 2005)
      The ability to combine multiple images to produce a composite that is representative of the set has applications in psychology research, medical imaging and entertainment. Current techniques using a combination of image ...