Volume 24 (2005)
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Item The Occlusion Camera(The Eurographics Association and Blackwell Publishing, Inc, 2005) Mei, Chunhui; Popescu, Voicu; Sacks, ElishaItem Hierarchical Penumbra Casting(The Eurographics Association and Blackwell Publishing, Inc, 2005) Laine, Samuli; Aila, TimoItem Survey of Real-Time Rendering Techniques for Crowds(The Eurographics Association and Blackwell Publishing Ltd., 2005) Ryder, G.; Day, A. M.Real-time rendering of photo-realistic humans is considerably outside the scope of current consumer-level computer hardware. There are many techniques, which attempt to bridge the gap between what is desired and what is possible. This paper aims to give an overview of the techniques designed to alter the complexity of the model s geometry (level of detail), or replace it with a flat image (visual impostor) and to improve the lighting model (lighting and shadows). Recent years have shown a boom in the power and availability of consumer-level programmable graphics processors, thus techniques that make use of these features are coming to the forefront.Item Efficient Animation of Point-Sampled Thin Shells(The Eurographics Association and Blackwell Publishing, Inc, 2005) Wicke, Martin; Steinemann, Denis; Gross, MarkusItem Interpolatory Refinement for Real-Time Processing ofPoint-Based Geometry(The Eurographics Association and Blackwell Publishing, Inc, 2005) Guennebaud, G.; Barthe, L.; Paulin, M.Item Predictive Feedback for Interactive Control of Physics-based Characters(The Eurographics Association and Blackwell Publishing, Inc, 2005) Laszlo, Joe; Neff, Michael; Singh, KaranItem Towards Realism in Facial Image Transformation: Results of a Wavelet MRF Method(The Eurographics Association and Blackwell Publishing, Inc, 2005) Tiddeman, B.P.; Stirrat, M.R.; Perrett, D.I.Item Efficient Raytracing of Deforming Point-Sampled Surfaces(The Eurographics Association and Blackwell Publishing, Inc, 2005) Adams, Bart; Keiser, Richard; Pauly, Mark; J. Guibas, Leonidas; Gross, Markus; Dutre, PhilipItem Lightness Perception in Tone Reproduction for High Dynamic Range Images(The Eurographics Association and Blackwell Publishing, Inc, 2005) Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-PeterItem Pinchmaps: textures with customizable discontinuities(The Eurographics Association and Blackwell Publishing, Inc, 2005) Tarini, Marco; Cignoni, PaoloItem Harmonic Guidance for Surface Deformation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Zayer, Rhaleb; Roessl, Christian; Karni, Zachi; Seidel, Hans-PeterItem Efficient Rendering of Local Subsurface Scattering(The Eurographics Association and Blackwell Publishing Ltd., 2005) Mertens, Tom; Kautz, Jan; Bekaert, Philippe; Van Reeth, Frank; Seidel, Hans-PeterA novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.Item Fast Final Gathering via Reverse Photon Mapping(The Eurographics Association and Blackwell Publishing, Inc, 2005) Havran, Vlastimil; Herzog, Robert; Seidel, Hans-PeterItem Siggraph 2005 Los Angeles, California, 31st July-4th August 2005(The Eurographics Association and Blackwell Publishing Ltd., 2005) Laycock, S.D.; Laycock, R.G.; Day, A.M.Item BRDF and geometry capture from extended inhomogeneous samples using flash photography(The Eurographics Association and Blackwell Publishing, Inc, 2005) Paterson, James A.; Claus, David; Fitzgibbon, Andrew W.Item Light Waving: Estimating Light Positions From Photographs Alone(The Eurographics Association and Blackwell Publishing, Inc, 2005) Winnemoeller, Holger; Mohan, Ankit; Tumblin, Jack; Gooch, BruceItem An Efficient Information Hiding Algorithm for Polygon Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Wang, Chung-Ming; Cheng, Yu-MingItem 3D Posture Reconstruction and Human Animation from 2D Feature Points(The Eurographics Association and Blackwell Publishing Ltd., 2005) Zhao, Jianhui; Li, Ling; Chee Keong, KwohAn optimal approach is proposed in this paper for posture reconstruction and human animation from 2D feature points extracted from the monocular images containing human motions. Biomechanical constraints are encoded in every joint of the adopted 3D skeletal human model to make sure that each state of the joints represents a physically valid posture. Size of the human model is adjusted to be consistent with the human figure represented by feature points. Energy Function is defined to represent the residuals between the extracted 2D feature points and the corresponding features resulted from projection of the 3D human model. Local Adjustment and Global Adjustment procedures are proposed to place the joints and body segments into proper locations and orientations in 3D space to create the posture with the minimum value of Energy Function. To find the optimal solution of the ill-posed recovery problem from 2D to 3D, Genetic Algorithm is employed in the high-dimensional parameter space by considering all the parameters simultaneously. Smooth and continuous changes between consecutive frames are considered in development of the human animation procedure. The proposed approach produces optimal reconstruction results of any possible human postures and movements. It is different from classical kinematics and dynamics formulations, and is an attempt to bridge the gap between computer vision and computer animation in human motion study.Item N-Buffers for efficient depth map query(The Eurographics Association and Blackwell Publishing, Inc, 2005) Decoret, XavierItem An Interactive Deformation System for Granular Material(The Eurographics Association and Blackwell Publishing Ltd., 2005) Onoue, Koichi; Nishita, TomoyukiComputer Graphics (CG) animations of natural phenomena are currently widely used for movies and in video games. Granular materials occur widely in nature, and therefore it is necessary that CG animations represent ground surfaces composed of a granular material as well as model deformations when the granular material comes into contact with other physical rigid objects (called solid objects). In this paper, we propose a deformation algorithm for ground surfaces composed of granular material. The deformation algorithm is divided into three steps: (1) detection of the collision between a solid object and the ground surface, (2) displacement of the granular material and (3) erosion of the material at steep slopes. The proposed algorithm can handle solid objects of various shapes, including concave polyhedra by additionally using a layered data structure called the Height Span Map. Furthermore, a texture sliding technique is presented to render the motion of granular materials. In addition, our implementation of the deformation algorithm can be used at interactive frame rates.