Now showing items 41-60 of 17315

    • VirtualVoxelCrowd: Rendering One Billion Characters at Real-Time 

      Yang, Jinyuan; Campbell, Abraham G. (The Eurographics Association, 2024)
      In this paper, we introduce VirtualVoxelCrowd, which aims to address the challenges of data scale and overdraw in massive crowd rendering applications. The approach leverages multiple levels of detail and multi-pass culling ...
    • Reconstruction of Sparse Hyperspectral BRDF Measurements Preserving Their Physical and Topological Properties 

      Margall, François; Ceolato, Romain; Coiro, Eric; Mavromatis, Sébastien; Pacanowski, Romain (The Eurographics Association, 2024)
      The measurement of hyperspectral bidirectional reflectance distribution function (BRDF) of a material is a key issue in physically based spectral rendering. We present here a device for measuring BRDF, enabling high spectral ...
    • Dense 3D Gaussian Splatting Initialization for Sparse Image Data 

      Seibt, Simon; Chang, Thomas Vincent Siu-Lung; Lipinski, Bartosz von Rymon; Latoschik, Marc Erich (The Eurographics Association, 2024)
      This paper presents advancements in novel-view synthesis with 3D Gaussian Splatting (3DGS) using a dense and accurate SfM point cloud initialization approach. We address the challenge of achieving photorealistic renderings ...
    • Distributed Surface Reconstruction 

      Marin, Diana; Komon, Patrick; Ohrhallinger, Stefan; Wimmer, Michael (The Eurographics Association, 2024)
      Recent advancements in scanning technologies and their rise in availability have shifted the focus from reconstructing surfaces from point clouds of small areas to large, e.g., city-wide scenes, containing massive amounts ...
    • Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions 

      Erlich, Oren; Aristizabal, Sarah; Li, Lucas; Woodard, Brandon; Humer, Irene; Eckhardt, Christian (The Eurographics Association, 2024)
      In this work, we investigate the performance-as well as the quality difference-between the state of the art NVIDIA DXR ray tracing pipeline and a voxelspace ray marching (VSRM). In order to maintain an acceptable quality ...
    • EUROGRAPHICS 2024: Education Papers Frontmatter 

      Sousa Santos, Beatriz; Anderson, Eike (The Eurographics Association, 2024)
    • CS2023: An Update on the 2023 Computer Science Curricular Guidelines 

      Reiser, Susan L. (The Eurographics Association, 2024)
      In early 2024, the 2023 Computer Science Curricular Guidelines (CS2023) were endorsed by their sponsoring organizations: the Association of Computing Machinery (ACM), IEEE Computing Society, and the Association for the ...
    • Preserving Cultural Heritage: An Outstanding Students Digital Game Project On Lusíada Art 

      Ribeiro, Roberto Aguiar; Gonçalves, Alexandrino (The Eurographics Association, 2024)
      This paper presents an outstanding undergraduate project that resulted from the development of a digital game focusing on cultural heritage and the value of works of art. This topic is addressed through the interaction ...
    • Teaching Game Programming in an Upper-level Computing Course Through the Development of a C++ Framework and Middleware 

      Hooper, Steffan; Wünsche, Burkhard C.; Denny, Paul; Luxton-Reilly, Andrew (The Eurographics Association, 2024)
      The game development industry has a programming skills shortage, with industry surveys often ranking game programming as the top skill-in-demand across small, mid-sized, and large triple-A (AAA) game studios. C++ programming ...
    • A Research Methodology Course in a Game Development Curriculum 

      Hu, Yan; Sundstedt, Veronica; Goswami, Prashant (The Eurographics Association, 2024)
      Research methodology courses can often be considered part of a computer science curriculum. These basic or advanced-level courses are taught in terms of traditional research methods. This paper presents and discusses a ...
    • Tackling Diverse Student Backgrounds and Goals while Teaching an Introductory Visual Computing Course at M.Sc. Level 

      Silva, Samuel (The Eurographics Association, 2024)
      Visual Computing entails a set of competences that are core for those pursuing Digital Game Development and has become a much sought competence for professionals in a wide variety of fields. In the particular case presented ...
    • Gaming to Learn: A Pilot Case Study on Students Acceptance of Playing Video Games as a Learning Method 

      Nisiotis, Louis (The Eurographics Association, 2024)
      This paper presents a case study on playing video games as a method to support the delivery of a game development University module, describing the teaching methodology and presenting details on a 'gaming' for learning ...
    • Holistic Approach to Modular Open Educational Resources for Computer Graphics 

      Diller, Florian; Püschel, Fabian; Stockemer, Julian; Böhm, Klaus; Wiebel, Alexander (The Eurographics Association, 2024)
      In this paper, we present a novel holistic approach to open education resources (OER) in computer graphics (CG). Holistic on the one hand refers to the diversity and the interlinked integration of the materials we included ...
    • The Use of Photogrammetry in Historic Preservation Curriculum: A Comparative Case Study 

      Kepczynska-Walczak, Anetta; Walczak, Bartosz M.; Zarzycki, Andrzej (The Eurographics Association, 2024)
      Computer graphic techniques have emerged as a key player in digital heritage preservation and its dissemination. Photogrammetry allows for high-fidelity captures and virtual reconstructions of the built environment that ...
    • Can GPT-4 Trace Rays 

      Feng, Tony Haoran; Wünsche, Burkhard C.; Denny, Paul; Luxton-Reilly, Andrew; Hooper, Steffan (The Eurographics Association, 2024)
      Ray Tracing is a fundamental concept often taught in introductory Computer Graphics courses, and Ray-Object Intersection questions are frequently used as practice for students, as they leverage various skills essential to ...
    • Bridging the Distance in Education: Design and Implementation of a Synchronous, Browser-Based VR Remote Teaching Tool 

      Pehlic, Abdulmelik; Augsdörfer, Ursula (The Eurographics Association, 2024)
      The rapid shift to remote education has presented numerous challenges for educators and students alike. Virtual Reality (VR) has emerged as a promising solution, offering immersive and interactive learning experiences. We ...
    • Approaches to Nurturing Undergraduate Research in the Creative Industries - a UK Multi-Institutional Exploration 

      Anderson, Eike Falk; McLoughlin, Leigh; Gingrich, Oliver; Kanellos, Emmanouil; Adzhiev, Valery (The Eurographics Association, 2024)
      Undergraduate students aspiring to pursue careers in the creative industries, such as animation, video games, and computer art, require the ability to adapt and contribute to emerging and disruptive technologies. The ...
    • An Overview of Teaching a Virtual and Augmented Reality Course at Postgraduate Level for Ten Years 

      Marques, Bernardo; Santos, Beatriz Sousa; Dias, Paulo (The Eurographics Association, 2024)
      In recent years, a multitude of affordable sensors, interaction devices, and displays have entered the market, facilitating the adoption of Virtual and Augmented Reality (VR/AR) in various areas of application. However, ...
    • LexiCrowd: A Learning Paradigm towards Text to Behaviour Parameters for Crowds 

      Lemonari, Marilena; Andreou, Nefeli; Pelechano, Nuria; Charalambous, Panayiotis; Chrysanthou, Yiorgos (The Eurographics Association, 2024)
      Creating believable virtual crowds, controllable by high-level prompts, is essential to creators for trading-off authoring freedom and simulation quality. The flexibility and familiarity of natural language in particular, ...
    • Embodied Augmented Reality for Lower Limb Rehabilitation 

      Sarri, Froso; Kasnesis, Panagiotis; Symeonidis, Spyridon; Paraskevopoulos, Ioannis Th.; Diplaris, Sotiris; Posteraro, Federico; Georgoudis, George; Mania, Katerina (The Eurographics Association, 2024)
      Immersive platforms have emerged as valuable tools in rehabilitation, with potential to enhance patient engagement and recovery outcomes. Addressing the limitations of traditional Virtual Reality (VR) setups that restrict ...