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PED: Pedestrian Environment Designer
(The Eurographics Association, 2016)
Pedestrian simulations have many uses, from pedestrian planning for architecture design through to games and entertainment. However, it is still challenging to efficiently author such simulations, especially for non-technical ...
Volumetric Spot Noise for Procedural 3D Shell Texture Synthesis
(The Eurographics Association, 2016)
In this paper, we present an extension of the Locally Controlled Spot Noise and a visualization pipeline for volumetric fuzzy details synthesis. We extend the noise model to author volumetric fuzzy details using filtered ...
Kernel-Reflection Sequences
(The Eurographics Association, 2016)
Complex geometries, like those of plants, rocks, terrain, or even clouds are challenging to model in a way that allows for real-time rendering but does not make concessions in terms of visible detail. In this paper we ...
Crossmodal Perception in Immersive Environments
(The Eurographics Association, 2016)
With the proliferation of low-cost, consumer level, head-mounted displays (HMDs) such as Oculus VR or Sony's Morpheus, we are witnessing a reappearance of virtual reality. However, there are still important stumbling blocks ...
Bidirectional Rendering of Polarized Light Transport
(The Eurographics Association, 2016)
On the foundations of many rendering algorithm is the symmetry between the path traversed by light and its adjoint from the camera. However, several effects, including polarization or fluorescence, break that symmetry and ...
Phase Space Data-Driven Simulation of Elastic Materials
(The Eurographics Association, 2016)
The use of data driven models in computer animation offers several benefits. We present an analysis of a regression model as a method to simulate cloth. In our approach, we generate data from a simple mass-spring system ...
Characterisation of Position Based Dynamics for Elastic Materials
(The Eurographics Association, 2016)
Position Based Dynamics (PBD) methodology is a widely used approach for simulation of deformable bodies in the context of video games. Its main advantages over force based methods are its unconditional stability and its ...
A new Potential-based SPH Method
(The Eurographics Association, 2016)
In Computer Graphics the fluid simulation plays a relevant role. Amongst the existing methods, the SPH method is highlighted by its simplicity, versatility and adaptability. Nevertheless, several research show some limitations ...
Practical Offline Rendering of Woven Cloth
(The Eurographics Association, 2016)
The techniques for rendering woven cloth employed in a production environment often neglect many of the structural features of the fabric, as well as light-scattering processes that occur in the yarn. Research in this area ...