Now showing items 141-160 of 208

    • Random Sparse Coded Aperture for Lensless Imaging 

      Wang, Zhenglin; Lee, Ivan (The Eurographics Association, 2014)
      This paper develops a computational lensless imaging system based on a random sparse coded aperture. The camera consists of a thin mask with a coded pattern and a standard sensor array. The proposed coded aperture contains ...
    • Real-Time Antialiased Area Lighting Using Multi-Scale Linearly Transformed Cosines 

      Tao, Chengzhi; Guo, Jie; Gong, Chen; Wang, Beibei; Guo, Yanwen (The Eurographics Association, 2021)
      We present an anti-aliased real-time rendering method for local area lights based on Linearly Transformed Cosines (LTCs). It significantly reduces the aliasing artifacts of highlights reflected from area lights due to ...
    • Real-time Collision Detection with Two-level Spatial Hashing on GPU 

      Hong, Yang; Wu, Wen; Chen, Hui (The Eurographics Association, 2014)
      In this paper, a two-level parallel spatial hashing method is presented for real-time collision detection of deformable objects based on modern GPU architecture. The second-level of spatial hashing is used to improve the ...
    • Real-time Content Projection onto a Tunnel from a Moving Subway Train 

      Kim, Jaedong; Eom, Haegwang; Kim, Jihwan; Kim, Younghui; Noh, Junyong (The Eurographics Association, 2021)
      In this study, we present the first actual working system that can project content onto a tunnel wall from a moving subway train so that passengers can enjoy the display of digital content through a train window. To ...
    • Real-time Particle Fluid Simulation with WCSPH 

      Zhang, Fengquan; Shen, Xukun; Long, Xiang; Zhao, Bin; Hu, Lei (The Eurographics Association, 2012)
      In this paper, based on weakly compressible smoothed particles hydrodynamics (WCSPH), we present a method for simulating high quality fluid. We propose a new pressure equation to reduce time overhead, speed up convergence ...
    • Real-time Realistic Voxel-based Rendering 

      Chang, S.-H.; Lai, Yu-Chi; Niu, Yuzhen; Liu, Feng; Hua, K.-L. (The Eurographics Association, 2011)
      With the advance of graphics hardware, setting 3D texture as render target is newly available to allow voxelization algorithms to record the existence, color and normal information in a voxel directly without specific ...
    • Real-time Rendering of Endless Cloud Animation 

      Iwasaki, Kei; Nishino, Takanori; Dobashi, Yoshinori (The Eurographics Association, 2011)
      In this paper, we propose a real-time animation method for dynamic clouds illuminated by sunlight and skylight with multiple scattering. In order to create animations of outdoor scenes, it is necessary to render time-varying ...
    • Real-time Shadow Removal using a Volumetric Skeleton Model in a Front Projection System 

      Kim, Jaedong; Seo, Hyunggoog; Cha, Seunghoon; Noh, Junyong (The Eurographics Association, 2017)
      When a person is located between a display and a projector in operation, a shadow is cast on the display. The shadow on a display may eliminate important visual information and therefore adversely affects the viewing ...
    • Reconstructing Baseball Pitching Motions from Video 

      Kim, Jiwon; Kim, Dongkwon; Yu, Ri (The Eurographics Association, 2023)
      Baseball is one of the most loved sports in the world. In baseball game, the pitcher's control ability is a key factor for determining the outcome of the game. There are a lot of video data shooting baseball games, and ...
    • Reconstructing Bounding Volume Hierarchies from Memory Traces of Ray Tracers 

      Buelow, Max von; Stensbeck, Tobias; Knauthe, Volker; Guthe, Stefan; Fellner, Dieter W. (The Eurographics Association, 2022)
      The ongoing race to improve computer graphics leads to more complex GPU hardware and ray tracing techniques whose internal functionality is sometimes hidden to the user. Bounding volume hierarchies and their construction ...
    • Reconstructing Monte Carlo Errors as a Blue-noise in Screen Space 

      Liu, Hongli; Han, Honglei (The Eurographics Association, 2020)
      We present a novel method that reconstructs the Monte Carlo errors of renderings as a blue-noise in screen space. To this end, we conform the statistic result of per-pixel integration to a precomputed blue-noise mask. ...
    • Recovering 3D Indoor Floor Plans by Exploiting Low-cost Spherical Photography 

      Pintore, Giovanni; Ganovelli, Fabio; Pintus, Ruggero; Scopigno, Roberto; Gobbetti, Enrico (The Eurographics Association, 2018)
      We present a novel approach to automatically recover, from a small set of partially overlapping panoramic images, an indoor structure representation in terms of a 3D floor plan registered with a set of 3D environment maps. ...
    • Reflectance and Shape Estimation for Cartoon Shaded Objects 

      Todo, Hideki; Yamaguchi, Yasushi (The Eurographics Association, 2016)
      Although many photorealistic relighting methods provide a way to change the illumination of objects in a digital photograph, it is currently difficult to relight a cartoon shading style in digital illustrations. The main ...
    • RegionSketch: Interactive and Rapid Creation of 3D Models with Rich Details 

      Liu, Shuai; Hou, Fei; Hao, Aimin; Qin, Hong (The Eurographics Association, 2019)
      In this paper, we articulate a new approach to interactive generation of 3D models with rich details by way of sketching sparse 2D strokes. Our novel method is a natural extension of Poisson vector graphics (PVG). We design ...
    • Revisiting Visualization Evaluation Using EEG and Visualization Literacy Assessment Test 

      Yim, Soobin; Jung, Chanyoung; Yoon, Chanyoung; Yoo, Sangbong; Choi, Seongwon; Jang, Yun (The Eurographics Association, 2023)
      Using EEG signals, also known as Electroencephalogram, can provide a quantitative measure of human cognitive load, making it an effective tool for evaluating visualization. However, the suitability of EEG for visualization ...
    • Robust and Efficient SPH Simulation for High-speed Fluids with the Dynamic Particle Partitioning Method 

      Zheng, Zhong; Gao, Yang; Li, Shuai; Qin, Hong; Hao, Aimin (The Eurographics Association, 2018)
      In this paper, our research efforts are devoted to the efficiency issue of the SPH simulation when the ratio of velocities among fluid particles is large. Specifically, we introduce a k-means clustering method into the SPH ...
    • Robust and GPU-friendly Isotropic Meshing Based on Narrow-banded Euclidean Distance Transformation 

      Leung, Yuen Shan; Wang, Xiaoning; He, Ying; Liu, Yong-Jin; Wang, Charlie C. L. (The Eurographics Association, 2015)
      In this paper, we propose a simple-yet-effective method for isotropic meshing via Euclidean distance transformation based Centroidal Voronoi Tessellation (CVT). The proposed approach aims at improving the performance as ...
    • Robust Edge-Preserved Surface Mesh Polycube Deformation 

      Zhao, Hui; Lei, Na; Li, Xuan; Zeng, Peng; Xu, Ke; Gu, Xianfeng (The Eurographics Association, 2017)
      The problem of polycube construction or deformation is an essential problem in computer graphics. In this paper, we present a robust, simple, efficient and automatic algorithm to deform the meshes of arbitrary shapes into ...
    • A Robust Feature-aware Sparse Mesh Representation 

      Fuentes Perez, Lizeth Joseline; Romero Calla, Luciano Arnaldo; Montenegro, Anselmo Antunes; Mura, Claudio; Pajarola, Renato (The Eurographics Association, 2020)
      The sparse representation of signals defined on Euclidean domains has been successfully applied in signal processing. Bringing the power of sparse representations to non-regular domains is still a challenge, but promising ...
    • Robust Gas Condensation Simulation with SPH based on Heat Transfer 

      Zhang, Taiyou; Shi, Jiajun; Wang, Changbo; Qin, Hong; Li, Chen (The Eurographics Association, 2017)
      Most simulation of natural phenomena in graphics are physically based, oftentimes involving heat transfer, phase transition, environmental constraints, and/or a combination of the above. At the numerical level, the ...