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Actual Morphing: A Physical-Based Approach for Blending Two 2D/3D Shapes
(The Eurographics Association, 2004)
When two topologically identical shapes are blended, various possible transformation paths exist from the source shape to the target shape. Which one is the most plausible? Here we propose that the transformation process ...
Real-Time Per-pixel Rendering of Bump-mapped Textures Captured using Photometric Stereo
(The Eurographics Association, 2003)
We present recent results from an EPSRC funded project VirTex (Virtual Textile Catalogues). The goal of this project is to develop graphics and image-processing software for the capture, storage, search, retrieval and ...
An Incremental SMLAOI Algorithm for Progressive Downloading Large Scale WebVR Scenes
(The Eurographics Association, 2009)
Interactive downloading huge virtual scenes on Internet is always a challenging task of large scale DVE(Distributed Virtual Environment) systems. Along classical progressive transmission mechanism based on AOI (Area of ...
RTSG: Ray Tracing for X3D via a Flexible Rendering Framework
(The Eurographics Association, 2009)
VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most ...
GPU-based Real-time On-surface Droplet Flow in X3D
(The Eurographics Association, 2009)
This paper presents a method for the GPU-based real-time simulation of droplet flows on 3D surfaces. It is also outlined, how this approach can be embedded into X3D. Therefore, a concept and its implementation is presented, ...
A Rigid Transform Basis for Animation Compression and Level of Detail
(The Eurographics Association, 2005)
We present a scheme for achieving level of detail and compression for animation sequences with known constant connectivity. We suggest compression is useful to automatically create low levels of detail in animations which ...
Digitisation to Presentation- BuildingVirtual Museum Exhibitions
(The Eurographics Association, 2003)
We describe an innovative system designed for museums to create, manage and present multimedia based representations of museum artefacts in virtual exhibitions both inside and outside museums. Our system creates digital ...
Use and Re-use of Facial Motion CaptureData
(The Eurographics Association, 2003)
Motion capture (mocap) data is commonly used to recreate complex human motions in computer graphics. Markers are placed on an actor, and the captured movement of these markers allows us to animate computer-generated ...
Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors
(The Eurographics Association, 2003)
In this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. ...
Adaptive Tessellation of Subdivision Surfaces in OpenSG
(The Eurographics Association, 2003)
The need for realistic models especially in virtual reality environments leads us to freeform shapes like subdivision surfaces. Based on a standard polygonal mesh, the modeller can build various kinds of shapes using an ...