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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 ...
Spatial Matching of Animated Meshes
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
This paper presents a new technique which makes use of deformation and motion properties between animated meshes for finding their spatial correspondences. Given a pair of animated meshes exhibiting a semantically similar ...
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 ...
Planar Shape Interpolation Based On Teichmüller Mapping
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Shape interpolation is a classical problem in computer graphics and has been widely investigated in the past two decades. Ideal shape interpolation should be natural and smooth which have good properties such as affine and ...
Incremental Deformation Subspace Reconstruction
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Recalculating the subspace basis of a deformable body is a mandatory procedure for subspace simulation, after the body gets modified by interactive applications. However, using linear modal analysis to calculate the basis ...
Minimal Sampling for Effective Acquisition of Anisotropic BRDFs
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
BRDFs are commonly used for material appearance representation in applications ranging from gaming and the movie industry, to product design and specification. Most applications rely on isotropic BRDFs due to their better ...
TSS BVHs: Tetrahedron Swept Sphere BVHs for Ray Tracing Subdivision Surfaces
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We present a novel, compact bounding volume hierarchy, TSS BVH, for ray tracing subdivision surfaces computed by the Catmull-Clark scheme. We use Tetrahedron Swept Sphere (TSS) as a bounding volume to tightly bound limit ...
Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the ...
An Error Estimation Framework for Many-Light Rendering
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
The popularity of many-light rendering, which converts complex global illumination computations into a simple sum of the illumination from virtual point lights (VPLs), for predictive rendering has increased in recent years. ...