Now showing items 11075-11094 of 17315

    • Perceptually-motivated, Interactive Rendering and Editing of Global Illumination 

      Ritschel, Tobias (Universitaet des Saarlands, 22.12.2009)
      This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance depiction of three-dimensional virtual scenes. Finding algorithmsthat fit the perceptually economic middle ground between ...
    • Perceptually-Oriented Interest Management In Large-Scale Networked Virtual Environments 

      Dunwell, I.; Whelan, J. C. (The Eurographics Association, 2005)
      Amongst the most significant challenges in developing large-scale multi-user virtual environments is the efficient filtering of data to each user - a process commonly described as "interest management". This work-in-progress ...
    • A Perceptually-Validated Metric for Crowd Trajectory Quality Evaluation 

      Daniel, Beatriz Cabrero; Marques, Ricardo; Hoyet, Ludovic; Pettré, Julien; Blat, Josep (ACM, 2021)
      Simulating crowds requires controlling a very large number of trajectories and is usually performed using crowd motion algorithms for which appropriate parameter values need to be found. The study of the relation between ...
    • Perfect Laplacians for Polygon Meshes 

      Herholz, Philipp; Kyprianidis, Jan Eric; Alexa, Marc (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      A discrete Laplace-Beltrami operator is called perfect if it possesses all the important properties of its smooth counterpart. It is known which triangle meshes admit perfect Laplace operators and how to fix any other mesh ...
    • Perfect Matching Quad Layouts for Manifold Meshes 

      Razafindrazaka, Faniry H.; Reitebuch, Ulrich; Polthier, Konrad (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      This paper introduces a new approach to automatically generate pure quadrilateral patch layouts on manifold meshes. The algorithm is based on a careful construction of a singularity graph of a given input frame field or a ...
    • Perfect Spatial Hashing for Point-cloud-to-mesh Registration 

      Mejia-Parra, Daniel; Lalinde-Pulido, Juan; Sánchez, Jairo R.; Ruiz-Salguero, Oscar; Posada, Jorge (The Eurographics Association, 2019)
      Point-cloud-to-mesh registration estimates a rigid transformation that minimizes the distance between a point sample of a surface and a reference mesh of such a surface, both lying in different coordinate systems. ...
    • Perfopticon: Visual Query Analysis for Distributed Databases 

      Moritz, Dominik; Halperin, Daniel; Howe, Bill; Heer, Jeffrey (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Distributed database performance is often unpredictable due to issues such as system complexity, network congestion, or imbalanced data distribution. These issues are difficult for users to assess in part due to the opaque ...
    • Performance Capture of High-Speed Motion Using Staggered Multi-View Recording 

      Wu, Di; Liu, Yebin; Ihrke, Ivo; Dai, Qionghai; Theobalt, Christian (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      We present a markerless performance capture system that can acquire the motion and the texture of human actors performing fast movements using only commodity hardware. To this end we introduce two novel concepts: First, a ...
    • Performance Capture with Physical Interaction 

      Nguyeny, Nam; Wheatland, Nkenge; Brown, David; Parise, Brian; Liu, C. Karen; Zordan, Victor (The Eurographics Association, 2010)
      This paper introduces a technique for combining performance-based animation with a physical model in order to synthesize complex interactions in an animated scene. The approach is to previsualize interaction of final ...
    • Performance Comparison of Bounding Volume Hierarchies and Kd‐Trees for GPU Ray Tracing 

      Vinkler, Marek; Havran, Vlastimil; Bittner, Jiří (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using ...
    • Performance Issues of a Distributed Frame Buffer on a Multicomputer 

      Wei, Bin; Clark, Douglas W.; Felten, Edward W.; Li, Kai (The Eurographics Association, 1998)
      A multiple-port, distributed frame buffer has been recently proposed to support parallel rendering on multicomputers. This paper describes an implementation of such a distributed frame buffer for the Intel Paragon routing ...
    • Performance Modeling of vl3 Volume Rendering on GPU-Based Clusters 

      Rizzi, Silvio; Hereld, Mark; Insley, Joseph; Papka, Michael E.; Uram, Thomas; Vishwanath, Venkatram (The Eurographics Association, 2014)
      This paper presents an analytical model for parallel volume rendering of large datasets using GPU-based clusters. The model is focused on the parallel volume rendering and compositing stages and predicts their performance ...
    • Performance of Space Subdivision Techniques in Ray Tracing 

      McNeill, M. D. J.; Shah, B. C.; Hebert, M.-P.; Lister, P. F.; Grimsdale, R. L. (Blackwell Science Ltd and the Eurographics Association, 1992)
      Whilst providing images of excellent quality, ray tracing is a computationally intensive task. The first part of this paper compares the speed-up achieved in ray tracing using various space subdivision algorithms and ...
    • Performance Timing for Keyframe Animation 

      Terra, Silvio C. L.; Metoyer, Ronald A. (The Eurographics Association, 2004)
      Keyframing is a standard technique for generating computer animation that typically requires artistic ability and a set of skills for the software package being used. We are interested in addressing the needs of the novice ...
    • Performance Tradeoffs in Shared-memory Platform Portable Implementations of a Stencil Kernel 

      Bethel, E. Wes; Heinemann, Colleen; Perciano, Talita (The Eurographics Association, 2021)
      Building on a significant amount of current research that examines the idea of platform-portable parallel code across different types of processor families, this work focuses on two sets of related questions. First, using ...
    • Performance-Based Biped Control using a Consumer Depth Camera 

      Lee, Yoonsang; Kwon, Taesoo (The Eurographics Association and John Wiley & Sons Ltd., 2017)
      We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target ...
    • Performance-Portable Particle Advection with VTK-m 

      Pugmire, David; Yenpure, Abhishek; Kim, Mark; Kress, James; Maynard, Robert; Childs, Hank; Hentschel, Bernd (The Eurographics Association, 2018)
      Particle advection is the fundamental kernel behind most vector field visualization methods. Yet, the efficient parallel computation of large amounts of particle traces remains challenging. This is exacerbated by the variety ...
    • Performing Animator Instrument for Live Media 

      Dulic, A.; Newby, K. (The Eurographics Association, 2011)
      In this paper we discuss the design of Performing Animator, an expressive instrument for live media, we developed in support of our situated interdisciplinary performance practice. The concept of a cinema of braided processes ...
    • Performing Image-like Convolution on Triangular Meshes 

      Tortorici, Claudio; Werghi, Naoufel; Berretti, Stefano (The Eurographics Association, 2018)
      Image convolution with a filtering mask is at the base of several image analysis operations. This is motivated by Mathematical foundations and by the straightforward way the discrete convolution can be computed on a grid-like ...
    • PERGAMO: Personalized 3D Garments from Monocular Video 

      Casado-Elvira, Andrés; Comino Trinidad, Marc; Casas, Dan (The Eurographics Association and John Wiley & Sons Ltd., 2022)
      Clothing plays a fundamental role in digital humans. Current approaches to animate 3D garments are mostly based on realistic physics simulation, however, they typically suffer from two main issues: high computational ...