Now showing items 13106-13125 of 17315

    • Rumble Flow++ Interactive Visual Analysis of Dota2 Encounters 

      Weixelbaum, Wilma; Matkovic, Kresimir (The Eurographics Association, 2021)
      In the last decade, the popularity of ESports has grown rapidly. The financial leader in the tournament scene is Dota2, a complex and strategic multiplayer game. Analysis and exploration of game data could lead to better ...
    • Rumo a Interfaces Tácteis Acessíveis 

      Guerreiro, Tiago; Nicolau, Hugo; Jorge, Joaquim; Gonçalves, Daniel (The Eurographics Association, 2021)
      Este artigo apresenta uma avaliação efectuada a 15 utilizadores tetraplégicos com o objectivo de compreender as suas capacidades num conjunto de técnicas de interacção (Tapping, Crossing, Exiting e Gestos Direccionais) e ...
    • A Run-Length Slice Line Drawing Algorithm without Division Operations 

      Fung, Khun Yee; Nicholl, Tina M.; Dewdney, A. K. (Blackwell Science Ltd and the Eurographics Association, 1992)
    • Running Large VR Applications on a PC Cluster: the FlowVR Experience 

      Allard, Jérémie; Ménier, Clément; Boyer, Edmond; Raffin, Bruno (The Eurographics Association, 2005)
      In this paper, we present how FlowVR enables the development of modular and high performance VR applications running on a PC cluster. FlowVR is a middleware we specifically developed targeting distributed interactive ...
    • Runtime Shader Simplification via Instant Search in Reduced Optimization Space 

      Yuan, Yazhen; Wang, Rui; Hu, Tianlei; Bao, Hujun (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Traditional automatic shader simplification simplifies shaders in an offline process, which is typically carried out in a contextoblivious manner or with the use of some example contexts, e.g., certain hardware platforms, ...
    • S-buffer: Sparsity-aware Multi-fragment Rendering 

      Vasilakis, Andreas A.; Fudos, Ioannis (The Eurographics Association, 2012)
      This work introduces S-buffer, an efficient and memory-friendly gpu-accelerated A-buffer architecture for multifragment rendering. Memory is organized into variable contiguous regions for each pixel, thus avoiding limitations ...
    • S3Dc: A 3Dc-based Volume Compression Algorithm 

      Yela, H.; Navazo, I.; Vazquez, P. (The Eurographics Association, 2008)
      Volumes acquired for medical purposes are continuously increasing in size, faster than graphic cards memory capacity. Large volumetric datasets do not fit into GPU memory and therefore direct rendering is not possible. ...
    • SA3D, um Sistema de Animação para Ambiente de Microcomputador 

      São Paulo, Carlos Gerardo de; Salles Dias, José Miguel; Vitoria, Jorge; Gamito, Manuel; Lopes, Pedro Faria; Gomes, Mário Rui (The Eurographics Association, 2023)
      Descreve-se a arquitectura do Sistema de Animação 3D (SA3D), um Sistema de Animação Modelada por Computador desenvolvido no projecto CAD/CAM no INESC, sob o ponto de vista da funcionalidade dos diferentes módulos constituintes ...
    • SaarCOR - A Hardware Architecture for Ray Tracing 

      Schmittler, Jörg; Wald, Ingo; Slusallek, Philipp (The Eurographics Association, 2002)
      The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown to work well on clusters ...
    • SADIST: an Interactive Editor for Structured Analysis 

      Munro, A T D (Blackwell Publishing Ltd and the Eurographics Association, 1983)
      An interactive editor for a computer-aided documentation system based on Structured Analysis (SA) is described. The paper investigates the potential offered by computer graphics in the implementation of the editor and ...
    • Safe Walking Zones: Visual Guidance for Redirected Walking in Confined Real-World Spaces 

      Lubos, Paul; Bruder, Gerd; Steinicke, Frank (The Eurographics Association, 2018)
      Walking is usually considered the most natural form of self-motion in a virtual environment (VE). However, the confined physical workspace of typical virtual reality (VR) labs often prevents natural exploration of larger ...
    • SAFE: Structure-aware Facade Editing 

      Dang, Minh; Ceylan, Duygu; Neubert, Boris; Pauly, Mark (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      Many man-made objects, in particular building facades, exhibit dominant structural relations such as symmetry and regularity. When editing these shapes, a common objective is to preserve these relations. However, often ...
    • SafeGI: Type Checking to Improve Correctness in Rendering System Implementation 

      Ou, Jiawei; Pellacini, Fabio (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Historically, rendering system development has been mainly focused on improving the numerical accuracy of the rendering algorithms and their runtime efficiency. In this paper, we propose a method to improve the correctness ...
    • Safeguarding our Dance Cultural Heritage 

      Aristidou, Andreas; Chalmers, Alan; Chrysanthou, Yiorgos; Loscos, Celine; Multon, Franck; Parkins, J. E.; Sarupuri, Bhuvan; Stavrakis, Efstathios (The Eurographics Association, 2022)
      Folk dancing is a key aspect of intangible cultural heritage that often reflects the socio-cultural and political influences prevailing in different periods and nations; each dance produces a meaning, a story with the help ...
    • SAGISc: Sistema Colaborativo para Recolha de Dados Geológicos 

      André, Paula; Antunes, Pedro (The Eurographics Association, 2021)
      A produção de cartografia geológica por processos convencionais é um trabalho complexo de recolha e integração de dados, assim como de consulta a especialistas e colegas de equipa. Esta complexidade implica uma elevada ...
    • SAH Guided Spatial Split Partitioning for Fast BVH Construction 

      Ganestam, Per; Doggett, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a new SAH guided approach to subdividing triangles as the scene is coarsely partitioned into smaller sets of spatially coherent triangles. Our triangle split approach is integrated into the partitioning stage ...
    • SAH KD-Tree Construction on GPU 

      Wu, Zhefeng; Zhao, Fukai; Liu, Xinguo (ACM, 2011)
      KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree ...
    • SailVis: Reconstruction and Multifaceted Visualization of Sail Shape 

      Mu, Danfeng; Pieras, Marcos; Broekens, Douwe; Marroquim, Ricardo (The Eurographics Association, 2021)
      While sailing, sailors rely on their eyes to inspect the sail shape and adjust the configurations to achieve an appropriate shape for a certain the weather condition. Mastering this so-called trimming process requires years ...
    • Sala de Espectáculos Virtual: Articulação em Tempo Real dos Ambientes Visual e Acústico 

      Casaleiro, Ricardo; Seco, Ricardo; Campos, Guilherme; Dias, Paulo; Santos, Beatriz Sousa (The Eurographics Association, 2021)
      Utilizando as ferramentas e técnicas de visualização e computação gráfica proporcionadas pelo Visualization Toolkit (VTK), foi desenvolvida uma aplicação para visualizar, manipular e editar modelos tridimensionais (3D) de ...
    • A Salience-based Quality Metric for Visualization 

      Jänicke, Heike; Chen, Min (The Eurographics Association and Blackwell Publishing Ltd., 2010)
      Salience detection is a principle mechanism to facilitate visual attention. A good visualization guides the observer s attention to the relevant aspects of the representation. Hence, the distribution of salience over a ...