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Now showing items 11-20 of 141
Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights
(The Eurographics Association, 2016)
This paper proposes a modification of the filtered importance sampling (FIS) method, and improves the quality of virtual spherical Gaussian light (VSGL) based real-time glossy indirect illumination using this modification. ...
C++ Compile Time Polymorphism for Ray Tracing
(The Eurographics Association, 2017)
Reducing the amount of conditional branching instructions in innermost loops is crucial for high performance code on contemporary hardware architectures. In the context of ray tracing algorithms, typical examples for ...
Elasticity-based Clustering for Haptic Interaction with Heterogeneous Deformable Objects
(The Eurographics Association, 2017)
Physically-based simulation of heterogeneous objects remains computationally-demanding for many applications, especially when involving haptic interaction with virtual environments. In this paper, we introduce a novel ...
Anatomy-Inspired Weight for Real-time Character Animation
(The Eurographics Association, 2016)
In this paper, the use of anatomy-inspired weight (AIW) is proposed to automatically compute the skinning weights for realtime character animation. AIW is modeled as a function of the anatomical distance to consider ...
Automatic Garment Modeling From Front And Back Images
(The Eurographics Association, 2014)
We present a system which can automatically generate a realistic garment model from two images of an existing garment. Without the requirement of tailoring expertise and tedious operation, our method takes the front and ...
Efficient Visibility Heuristics for kd-trees Using the RTSAH
(The Eurographics Association, 2015)
Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ...
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 ...
Local Quasi-Monte Carlo Exploration
(The Eurographics Association, 2017)
In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...
Automatic 3D Posing from 2D Hand-Drawn Sketches
(The Eurographics Association, 2014)
Inferring the 3D pose of a character from a drawing is a non-trivial and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, ...
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 ...