Now showing items 12333-12352 of 17315

    • Real-Time Modelling of Fibrous Muscle 

      Kohout, J.; Kukacka, M. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      Relatively recently it has become apparent that providing human kind with a better healthcare requires personalized, predictive and integrative medicine, for which the building of virtual physiological human (VPH) framework ...
    • Real-Time Modelling of the Action of Wind on Liquid Surfaces 

      Bristol, Amanda; Varsamidis, Thomas (The Eurographics Association, 2006)
      This work in progress aims to model the appearance of the surface of various liquids, when force from a virtual wind is applied. The physical effects caused by a wind force include waves and spray. The appearance of these ...
    • Real-Time Mono- and Multi-Volume Rendering of Large Medical Datasets on Standard PC Hardware 

      Grimm, Soeren (Grimm, 2005)
      Direkte Volumenvisualisierung ist eine effizienteMethode um komplexe Strukturen volumetrischer Datens¨atze zu untersuchen. Der Hauptvorteil, verglichen zur normalen Oberfl¨achenvisualisierung, ist die M¨oglichkeit ...
    • Real-time Monte Carlo Denoising with the Neural Bilateral Grid 

      Meng, Xiaoxu; Zheng, Quan; Varshney, Amitabh; Singh, Gurprit; Zwicker, Matthias (The Eurographics Association, 2020)
      Real-time denoising for Monte Carlo rendering remains a critical challenge with regard to the demanding requirements of both high fidelity and low computation time. In this paper, we propose a novel and practical deep ...
    • Real-time Monte Carlo Denoising with Weight Sharing Kernel Prediction Network 

      Fan, Hangming; Wang, Rui; Huo, Yuchi; Bao, Hujun (The Eurographics Association and John Wiley & Sons Ltd., 2021)
      Real-time Monte Carlo denoising aims at removing severe noise under low samples per pixel (spp) in a strict time budget. Recently, kernel-prediction methods use a neural network to predict each pixel's filtering kernel and ...
    • Real-Time Motion Synthesis for Multiple Goal-Directed Tasks Using Motion Layers 

      Mousas, Christos; Newbury, Paul (The Eurographics Association, 2012)
      In this paper, a work in progress approach of layered motion interpolation method for designing realistic animation sequences for multiple goal-directed tasks is presented. The proposed solution is based on the ability to ...
    • Real-time Multi-perspective Rendering on Graphics Hardware 

      Hou, Xianyou; Wei, Li-Yi; Shum, Heung-Yeung; Guo, Baining (The Eurographics Association, 2006)
      Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror re- flection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical ...
    • Real-Time Multi-View Facial Capture with Synthetic Training 

      Klaudiny, Martin; McDonagh, Steven; Bradley, Derek; Beeler, Thabo; Mitchell, Kenny (The Eurographics Association and John Wiley & Sons Ltd., 2017)
      We present a real-time multi-view facial capture system facilitated by synthetic training imagery. Our method is able to achieve high-quality markerless facial performance capture in real-time from multi-view helmet camera ...
    • Real-Time Multiple Scattering in Participating Media with Illumination Networks 

      Szirmay-Kalos, László; Sbert, Mateu; Ummenhoffer, Tamás (The Eurographics Association, 2005)
      This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the ...
    • Real-Time Music-Driven Movie Design Framework 

      Hofmann, Sarah; Seeger, Maximilian; Rogge-Pott, Henning; Mammen, Sebastian von (The Eurographics Association, 2022)
      Cutting to music is a widely used stylistic device in film making. The usual process involves an editor manually adjusting the movie's sequences contingent upon beat or other musical features. But with today's movie ...
    • Real-Time Neural Materials using Block-Compressed Features 

      Weinreich, Clément; Oliveira, Louis De; Houdard, Antoine; Nader, Georges (The Eurographics Association and John Wiley & Sons Ltd., 2024)
      Neural materials typically consist of a collection of neural features along with a decoder network. The main challenge in integrating such models in real-time rendering pipelines lies in the large size required to store ...
    • Real-time Neural Rendering of Dynamic Light Fields 

      Coomans, Arno; Dominici, Edoardo Alberto; Döring, Christian; Mueller, Joerg H.; Hladky, Jozef; Steinberger, Markus (The Eurographics Association and John Wiley & Sons Ltd., 2024)
      Synthesising high-quality views of dynamic scenes via path tracing is prohibitively expensive. Although caching offline-quality global illumination in neural networks alleviates this issue, existing neural view synthesis ...
    • Real-time Novel-view Synthesis for Volume Rendering Using a Piecewise-analytic Representation 

      Lochmann, Gerrit; Reinert, Bernhard; Buchacher, Arend; Ritschel, Tobias (The Eurographics Association, 2016)
      Novel-view synthesis can be used to hide latency in a real-time remote rendering setup, to increase frame rate or to produce advanced visual effects such as depth-of-field or motion blur in volumes or stereo and light field ...
    • Real-time Obscurances with Color Bleeding (the three cubes demo) 

      Méndez, Àlex; Sbert, Mateu; Catà, Jordi (Eurographics Association, 2003)
      Here we present an animation that demonstrates the power of the obscurances technique and how it can be used in a video-game context when moving objects are in the scene. Obscurances is a powerful technique that simulates ...
    • Real-Time Occlusion Culling with a Lazy Occlusion Grid 

      Hey, Heinrich; Tobler, Robert F.; Purgathofer, Werner (The Eurographics Association, 2001)
      We present a new conservative image-space occlusion culling method to increase the rendering speed of very large general scenes on today's available hardware without time-expensive preprocessing. The method is based on a ...
    • Real-Time Open Water Environments with Interacting Objects 

      Cords, Hilko; Staadt, Oliver (The Eurographics Association, 2009)
      Large bodies of water are an integral part of nature and, thus, are of high interest for interactive 3D applications, e.g., computer games and virtual environments. We present a new scheme for real-time wave simulation in ...
    • Real-Time Panorama Maps 

      Brown, S. Alex; Samavati, Faramarz (Association for Computing Machinery, Inc (ACM), 2017)
      Panorama maps are stylized paintings of terrain often seen at tourist destinations. They are difficult to create since they are both artistic and grounded in real geographic data. In this paper we present techniques for ...
    • Real-time Particle Fluid Simulation with WCSPH 

      Zhang, Fengquan; Shen, Xukun; Long, Xiang; Zhao, Bin; Hu, Lei (The Eurographics Association, 2012)
      In this paper, based on weakly compressible smoothed particles hydrodynamics (WCSPH), we present a method for simulating high quality fluid. We propose a new pressure equation to reduce time overhead, speed up convergence ...
    • Real-time Particle-based Snow Simulation on the GPU 

      Goswami, Prashant; Markowicz, Christian; Hassan, Ali (The Eurographics Association, 2019)
      This paper presents a novel real-time particle-based method for simulating snow on the GPU. Our method captures compression and bonding between snow particles, and incorporates the thermodynamics to model the realistic ...
    • Real-Time Patch-Based Stylization of Portraits Using Generative Adversarial Network 

      Futschik, David; Chai, Menglei; Cao, Chen; Ma, Chongyang; Stoliar, Aleksei; Korolev, Sergey; Tulyakov, Sergey; Kučera, Michal; Sýkora, Daniel (The Eurographics Association, 2019)
      We present a learning-based style transfer algorithm for human portraits which significantly outperforms current state-of-the-art in computational overhead while still maintaining comparable visual quality. We show how to ...