Now showing items 9994-10013 of 14380

    • QEM-Filtering: A New Technique for Feature-Sensitive Terrain Mesh Simplification 

      Löffler, Falko; Schumann, Heidrun (The Eurographics Association, 2010)
      Terrain simplification generates multi-resolution models, from which - traditionally - irregular or semi-regular triangulations are extracted to render a terrain at a suitable level of detail. Recent terrain simplification ...
    • Quad Layout Embedding via Aligned Parameterization 

      Campen, M.; Kobbelt, L. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      Quad layouting, i.e. the partitioning of a surface into a coarse network of quadrilateral patches, is a fundamental step in application scenarios ranging from animation and simulation to reverse engineering and meshing. ...
    • Quad Layouts – Generation and Optimization of Conforming Quadrilateral Surface Partitions 

      Campen, Marcel (2014-12)
      The efficient, computer aided or automatic generation of quad layouts, i.e. the partitioning of an object’s surface into simple networks of conforming quadrilateral patches, is a task that – despite its importance and ...
    • Quad Meshing 

      Bommes, David; Lévy, Bruno; Pietroni, Nico; Puppo, Enrico; Silva, Claudio; Tarini, Marco; Zorin, Denis (The Eurographics Association, 2012)
      Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral ...
    • Quad-Based Fourier Transform for Efficient Diffraction Synthesis 

      Scandolo, Leonardo; Lee, Sungkil; Eisemann, Elmar (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Far-field diffraction can be evaluated using the Discrete Fourier Transform (DFT) in image space but it is costly due to its dense sampling. We propose a technique based on a closed-form solution of the continuous Fourier ...
    • A Quad-Tree Algorithm for Displaying a 2-Dimensional Slice of an N-Dimensional Weighted Voronoi Tessellation 

      Angell, Ian O.; Moore, Richard E.M. (The Eurographics Association, 1986)
    • Quad/Triangle Subdivision 

      Stam, Jos; Loop, Charles (Blackwell Publishers, Inc and the Eurographics Association, 2003)
      In this paper we introduce a new subdivision operator that unifies triangular and quadrilateral subdivision schemes. Designers often want the added flexibility of having both quads and triangles in their models. It is also ...
    • QuadCover - Surface Parameterization using Branched Coverings 

      Kaelberer, Felix; Nieser, Matthias; Polthier, Konrad (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We introduce an algorithm for the automatic computation of global parameterizations on arbitrary simplicial 2-manifolds, whose parameter lines are guided by a given frame field, for example, by principal curvature frames. ...
    • A Quadratic Bending Model for Inextensible Surfaces 

      Bergou, Miklos; Wardetzky, Max; Harmon, David; Zorin, Denis; Grinspun, Eitan (The Eurographics Association, 2006)
      Relating the intrinsic Laplacian to the mean curvature normal, we arrive at a model for bending of inextensible surfaces. Due to its constant Hessian, our isometric bending model reduces cloth simulation times up to three-fold.
    • Quadratic Bezier Triangles As Drawing Primitives 

      Bruijns, J. (The Eurographics Association, 1998)
      We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they ...
    • Quadratic Contact Energy Model for Multi-impact Simulation 

      Zhang, Tianxiang; Li, Sheng; Manocha, Dinesh; Wang, Guoping; Sun, Hanqiu (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Simultaneous multi-impact simulation is a challenging problem that frequently arises in physically-based modeling of rigid bodies. There are several physical criteria that should be satisfied for rigid body collision ...
    • Quadratic Encoding for Hand Pose Reconstruction from Multi-Touch Input 

      Chung, Se-Joon; Kim, Junggon; Han, Shangchen; Pollard, Nancy S. (The Eurographics Association, 2015)
      One of the most compelling challenges in virtual reality today is to allow users to carry out virtual manipulation tasks using their hands. Multi-touch devices are an interesting interface for this task, as they are widely ...
    • Quadric Transfer for Immersive Curved Screen Displays 

      Raskar, Ramesh; van Baar, Jeroen; Willwacher, Thomas; Rao, Srinivas (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Curved screens are increasingly being used for high-resolution immersive visualization environments. We describe a new technique to display seamless images using overlapping projectors on curved quadric surfaces such as ...
    • QuadriFlow: A Scalable and Robust Method for Quadrangulation 

      Huang, Jingwei; Zhou, Yichao; Niessner, Matthias; Shewchuk, Jonathan Richard; Guibas, Leonidas J. (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      QuadriFlow is a scalable algorithm for generating quadrilateral surface meshes based on the Instant Field-Aligned Meshes of Jakob et al. (ACM Trans. Graph. 34(6):189, 2015). We modify the original algorithm such that it ...
    • A Quadrilateral Rendering Primitive 

      Hormann, Kai; Tarini, Marco (The Eurographics Association, 2004)
      The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...
    • Quadrilateral Surface Mesh Generationfor Animation and Simulation 

      Bommes, David (Bommes, 2012-10-11)
      Accurately describing the geometry of objects in a digital environment, i.e. computers, isan essential ingredient in many of nowadays applications. Often it is desired to forecastthe behavior of real phenomena which depend ...
    • Quadruped Animation 

      Skrba, Ljiljana; Reveret, Lionel; Hetroy, Franck; Cani, Marie-Paule; O'Sullivan, Carol (The Eurographics Association, 2008)
      Films like Shrek, Madagascar, The Chronicles of Narnia and Charlotte s web all have something in common: realistic quadruped animations. While the animation of animals has been popular for a long time, the technical ...
    • Quadtree Relief Mapping 

      Schroders, Marc F. A.; Gulik, Rob van (The Eurographics Association, 2006)
      Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve ...

      Oliver, M.A.; King, T.R.; Wiseman, N.E. (The Eurographics Association, 1984)
      An efficient method is described for turning a quadtree encoding of an image into scan lines. When implemented in hardware it becomes possible to generate video in real time for a raster display without the need for a ...
    • Quadtrees, Transforms and Image Coding 

      Martin, R.R.; Anguh, M.M. (Blackwell Science Ltd and the Eurographics Association, 1991)
      Transforms and quadtrees are both methods of representing information in an image in terms of the presence of information at differing length scales. This paper presents a mathematical relationship between these two ...