Now showing items 3-22 of 25

    • 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 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 ...
    • 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 ...
    • Game-Based Training in an Interactive Environment by means of OpenCrimeScene 

      Brennecke, Angela; Schlechtweg, Stefan; Schumann, Heidrun (The Eurographics Association, 2008)
      This paper presents a novel approach towards training with game elements in an interactive environment by means of OpenCrimeScene, a virtual 3D training system for crime scene investigation (CSI). The application is designed ...
    • Generation and Tessellation of Tree Stems 

      Skjermo, Jo (The Eurographics Association, 2008)
      When visualizing tree stems and branches for use in interactive applications, the polygon models resolution are usually as low as possible to achieve a high frame rate. Also, to ease animation and mesh generation, each ...
    • GPU-based Visualisation of Protein Secondary Structure 

      Krone, Michael; Bidmon, Katrin; Ertl, Thomas (The Eurographics Association, 2008)
      The increasing number of protein 3D structure information available makes the high-quality visualisation of this information play a more and more important role. Beside element-based representations the secondary-structurebased ...
    • Grammatical Evolution for Gait Retargeting 

      Murphy, James E.; Carr, Hamish; O'Neill, Michael (The Eurographics Association, 2008)
      Artists and scientists require tools to construct physics-based animal models. However, animating these models requires motion data for realistic movement. Motion data may either be measured from real-life animals-in-motion ...
    • A Haptic Rendering Algorithm for Drilling into Volume Data 

      Liu, Yu; Laycock, S. D. (The Eurographics Association, 2008)
      With the developments of volume visualisation technology for complex data sets comes new challenges in terms of user interaction and information extraction. Volume haptics has proven itself to be an effective way of ...
    • Image Abstraction by Structure Adaptive Filtering 

      Kyprianidis, Jan Eric; Döllner, Jürgen (The Eurographics Association, 2008)
      In this work we present a framework of automatic non-photorealistic image processing techniques that create simplified stylistic illustrations from color images, videos and 3D renderings. To smooth low-contrast regions ...
    • Interactive Grid Based Binning for Information Visualization 

      Longshaw, S. M.; Turner, M. J.; Hewitt, W. T. (The Eurographics Association, 2008)
      Clutter within information visualization (infovis) systems is an area of continuing concern and is receiving increasing research interest. Solutions to the problem vary in their approach, ranging from novel visualizations ...
    • Interactive Out-of-Core Exploration of Large Volume Datasets in VTK-Based Visualisation Systems 

      Agrawal, A.; Kohout, J.; Clapworthy, G. J.; McFarlane, N. J. B.; Dong, F.; Viceconti, M.; Taddei, F.; Testi, D. (The Eurographics Association, 2008)
      The Visualisation ToolKit (VTK) has become a very popular tool for scientific data visualisation and it is used as a base in many existing visualisation systems. Scientific datasets produced nowadays by complex scientific ...
    • A Lemon is not a Monstar: Visualization of Singularities of Symmetric Second Rank Tensor Fields in the Plane 

      Liu, J.; Hewitt, W. T.; Lionheart, W. R. B.; Montaldi, J.; Turner, M. (The Eurographics Association, 2008)
      In the visualization of the topology of second rank symmetric tensor fields in the plane one can extract some key points (degenerate points), and curves (separatrices) that characterize the qualitative behaviour of the ...
    • Light Field Rendering for Games 

      Todt, S.; Rezk-Salama, C.; Kolb, A. (The Eurographics Association, 2008)
      This paper studies the problem of integrating high-quality light field rendering into state-of-the-art real-time computer games. We present a complete production pipeline for generation of light fields from arbitrary complex ...
    • Localised Topology Correction for Hypertextured Terrains 

      Gamito, Manuel N.; Maddock, Steve C. (The Eurographics Association, 2008)
      Terrains for computer graphics have traditionally been modelled with height fields. In the case of procedurally defined terrains, the height field is generated by a displacement map z
    • Modes of Virtual Environments Integrated within Collaborative Environments 

      McDerby, M. J.; Turner, M. J.; Leaver, G. W. (The Eurographics Association, 2008)
      This paper describes the timeline of large display virtual environments used by Manchester Visualization Centre and a few of the main applications of such systems. Moreover, it describes a few simple common modes of use ...
    • A New Method for Interacting with Multi-Window Applications on Large, High Resolution Displays 

      Rooney, Chris; Ruddle, Roy A. (The Eurographics Association, 2008)
      Physically large display walls can now be constructed using off-the-shelf computer hardware. The high resolution of these displays (e.g., 50 million pixels) means that a large quantity of data can be presented to users, ...
    • A Physical Model for the Polarized Scattering of Light 

      Brayford, David; Turner, Martin; Hewitt, W. T. (The Eurographics Association, 2008)
      The change in polarization state due to the interaction of light with the surface and beneath the surface of an object has become increasingly important in realistic image synthesis of materials such as metallic, iridescent ...
    • 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 ...
    • 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 ...
    • Space-free Shader Programming: Automatic Space Inference and Optimization for Real-time Shaders 

      Lejdfors, Calle; Ohlsson, Lennart (The Eurographics Association, 2008)
      The graphics processing units (GPUs) used in todays personal computers can be programmed to compute the visual appearance of three-dimensional objects in real time. Such programs are called shaders and are written in ...