Short Presentations 2006

Permanent URI for this collection

Frontmatter

Preface and Table of Contents

-
Session 1a: Animation

Fast Skeletal Animation by skinned Arc-Spline based Deformation

Forstmann, Sven
Ohya, Jun
Session 1a: Animation

Competitive Runtime Performance for Inverse Kinematics Algorithms using Conformal Geometric Algebra

Hildenbrand, Dietmar
Fontijne, Daniel
Wang, Yusheng
Alexa, Marc
Dorst, Leo
Session 1a: Animation

Similar Motion Retrieval for Dynamic 3D Mesh Based on Modified Shape Distributions

Yamasaki, T.
Aizawa, K.
Session 1 b: Rendering GPUs

Multiresolution GPU Mesh Painting

Ritschel, Tobias
Botsch, Mario
Müller, Stefan
Session 1a: Animation

Shape From Silhouette: Towards a Solution for Partial Visibility Problem

Michoud, B.
Guillou, E.
Bouakaz, S.
Session 1 b: Rendering GPUs

Fast and Realistic Display of Clouds Using a Recording Matrix

Wu, Y.
Allgöwer, B.
Nüesch, D.
Session 1 b: Rendering GPUs

Solving Local Reflections: a Direct Methodology

Jeremias, P.
Chavarria, O.
Garcia, O.
Carrillo, X.
Cuñado, A.
Session 1 b: Rendering GPUs

Real-time Reflection using Ray Tracing with Geometry Field

Li, Shengying
Fan, Zhe
Yin, Xiaotian
Mueller, Klaus
Kaufman, Arie E.
Gu, Xianfeng
Session 1 b: Rendering GPUs

GPU-Based Hierarchical Texture Decompression

Stachera, J.
Rokita, P.
Session 1 c: Rendering Shadows

High Quality Shadows for Real-Time Crowds

Ryder, G.
Day, A. M.
Session 1 c: Rendering Shadows

Dynamic Anisotropic Occlusion

Gong, Yi
Zhang, Yubo
Chen, Wei
Peng, Qunsheng
Session 1 c: Rendering Shadows

A Perceptual Approach to Texture Scaling based on Human Computer Interaction

Cheng, Irene
Bischof, Walter
Session 2 a: Image/ Video Based Methods

Harnessing the Human Visual System for Image Based Modeling: an Interaction System

Morvan, Y.
O'Sullivan, C.
Session 1 c: Rendering Shadows

Real-time Soft Shadows with Shadow Accumulation

Aszódi, Barnabás
Szirmay-Kalos, László
Session 2 a: Image/ Video Based Methods

Toward the Light Field Display: Autostereoscopic Rendering via a Cluster of Projectors

Yang, Ruigang
Huang, Xinyu
Li, Sifang
Jaynes, Christopher
Session 2 a: Image/ Video Based Methods

Rapid Interactive Modelling from Video with Graph Cuts

Hengel, Anton van den
Dick, Anthony
Thormählen, Thorsten
Ward, Ben
Torr, Philip H. S.
Session 2 a: Image/ Video Based Methods

Articulated Video Sprites

Vanaken, C.
Gerrits, M.
Bekaert, P.
Session 2 a: Image/ Video Based Methods

Automatic Depth-Map Colorization

Hassner, T.
Basri, R.
Session 2 b: Rendering

Evaluation of Different Diffuse Surface Reflection Models for Global Illumination

Diepstraten, Joachim
Borgo, Rita
Session 2 b: Rendering

Digital HPO Hologram Rendering Pipeline

Janda, M.
Hanák, I.
Skala, V.
Session 2 b: Rendering

Lighting-Up Geometry: Accurate 3D Modelling of Museum Artifacts with a Torch and a Camera

Vogiatzis, G.
Hernández, C.
Cipolla, R.
Session 2 b: Rendering

Modeling Real-time Rendering

Wong, Chee-Kien Gabriyel
Wang, Jianliang
Session 2 c: Modeling

Rapid Modeling of Complex Building Façades

Finkenzeller, D.
Schmitt, A.
Session 2 c: Modeling

HOPI: A Novel High Order Parametric Interpolation in 2D

Xu, Jia
Huang, Zhiyong
Session 2 c: Modeling

Clothing the Masses: Real-Time Clothed Crowds With Variation

Dobbyn, S.
McDonnell, R.
Kavan, L.
Collins, S.
O'Sullivan, C.
Session 2 c: Modeling

Modeling Autumn Sceneries

Desbenoit, Brett
Galin, Eric
Akkouche, Samir
Grosjean, Jérome
Session 3 a: Art

Magical Mirrors

Michelis, D.
Send, H.
Resatsch, F.
Schildhauer, T.
Session 3 b - Visualization

Exploring Flow Fields with GPU-Based Stream Tracers in Virtual Environments

Schirski, Marc
Bischof, Christian
Kuhlen, Torsten
Session 3 b - Visualization

Connectivity-Aware Sectional Visualization of 3D DTI Volumes using Perceptual Flat-Torus Coloring and Edge Rendering

Demiralp, Çagatay
Zhang, Song
Tate, David F.
Correia, Stephen
Laidlaw, David H.
Session 3 b - Visualization

SpringLens Distributed Nonlinear Magnifications

Germer, T.
Götzelmann, T.
Spindler, M.
Strothotte, Th.
Session 3 c: Virtual Environments

Virtual See-through Displays: Interactive Visualization Method in Ubiquitous Computing Environments

Shin, Seonhyung
Lee, Gun A.
Yang, Ungyeon
Son, Wookho
Session 3 c: Virtual Environments

m-LOMA - a Mobile 3D Portal to Location-based Information

Nurminen, Antti
Session 3 b - Visualization

Simulating Drilling on Tetrahedral Meshes

Turini, G.
Ganovelli, F.
Montani, C.
Session 3 d: Non-Photorealistic Rendering

Enhanced Cartoon and Comic Rendering

Spindler, Martin
Röber, Niklas
Döhring, Robert
Masuch, Maic
Session 3 d: Non-Photorealistic Rendering

Two Layer Image Tile Mosaics

Kang, Dongwann
Park, Young-Sup
Seo, Sang-Hyun
Yoon, Kyung-Hyun
Session 3 d: Non-Photorealistic Rendering

Elastic Facial Caricature Warping

Clarke, Lyndsey
Chen, Min
Townsend, Peter
Mora, Benjamin


BibTeX (Short Presentations 2006)
@inproceedings{
10.2312:egs.20061013,
booktitle = {
Eurographics 2006 - Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Preface and Table of Contents}},
author = {
-
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061013}
}
@inproceedings{
10.2312:egs.20061014,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Fast Skeletal Animation by skinned Arc-Spline based Deformation}},
author = {
Forstmann, Sven
and
Ohya, Jun
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061014}
}
@inproceedings{
10.2312:egs.20061015,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Competitive Runtime Performance for Inverse Kinematics Algorithms using Conformal Geometric Algebra}},
author = {
Hildenbrand, Dietmar
and
Fontijne, Daniel
and
Wang, Yusheng
and
Alexa, Marc
and
Dorst, Leo
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061015}
}
@inproceedings{
10.2312:egs.20061016,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Similar Motion Retrieval for Dynamic 3D Mesh Based on Modified Shape Distributions}},
author = {
Yamasaki, T.
and
Aizawa, K.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061016}
}
@inproceedings{
10.2312:egs.20061018,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Multiresolution GPU Mesh Painting}},
author = {
Ritschel, Tobias
and
Botsch, Mario
and
Müller, Stefan
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061018}
}
@inproceedings{
10.2312:egs.20061017,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Shape From Silhouette: Towards a Solution for Partial Visibility Problem}},
author = {
Michoud, B.
and
Guillou, E.
and
Bouakaz, S.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061017}
}
@inproceedings{
10.2312:egs.20061019,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Fast and Realistic Display of Clouds Using a Recording Matrix}},
author = {
Wu, Y.
and
Allgöwer, B.
and
Nüesch, D.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061019}
}
@inproceedings{
10.2312:egs.20061020,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Solving Local Reflections: a Direct Methodology}},
author = {
Jeremias, P.
and
Chavarria, O.
and
Garcia, O.
and
Carrillo, X.
and
Cuñado, A.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061020}
}
@inproceedings{
10.2312:egs.20061021,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Real-time Reflection using Ray Tracing with Geometry Field}},
author = {
Li, Shengying
and
Fan, Zhe
and
Yin, Xiaotian
and
Mueller, Klaus
and
Kaufman, Arie E.
and
Gu, Xianfeng
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061021}
}
@inproceedings{
10.2312:egs.20061022,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
GPU-Based Hierarchical Texture Decompression}},
author = {
Stachera, J.
and
Rokita, P.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061022}
}
@inproceedings{
10.2312:egs.20061023,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
High Quality Shadows for Real-Time Crowds}},
author = {
Ryder, G.
and
Day, A. M.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061023}
}
@inproceedings{
10.2312:egs.20061024,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Dynamic Anisotropic Occlusion}},
author = {
Gong, Yi
and
Zhang, Yubo
and
Chen, Wei
and
Peng, Qunsheng
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061024}
}
@inproceedings{
10.2312:egs.20061025,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
A Perceptual Approach to Texture Scaling based on Human Computer Interaction}},
author = {
Cheng, Irene
and
Bischof, Walter
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061025}
}
@inproceedings{
10.2312:egs.20061027,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Harnessing the Human Visual System for Image Based Modeling: an Interaction System}},
author = {
Morvan, Y.
and
O'Sullivan, C.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061027}
}
@inproceedings{
10.2312:egs.20061026,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Real-time Soft Shadows with Shadow Accumulation}},
author = {
Aszódi, Barnabás
and
Szirmay-Kalos, László
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061026}
}
@inproceedings{
10.2312:egs.20061028,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Toward the Light Field Display: Autostereoscopic Rendering via a Cluster of Projectors}},
author = {
Yang, Ruigang
and
Huang, Xinyu
and
Li, Sifang
and
Jaynes, Christopher
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061028}
}
@inproceedings{
10.2312:egs.20061029,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Rapid Interactive Modelling from Video with Graph Cuts}},
author = {
Hengel, Anton van den
and
Dick, Anthony
and
Thormählen, Thorsten
and
Ward, Ben
and
Torr, Philip H. S.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061029}
}
@inproceedings{
10.2312:egs.20061030,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Articulated Video Sprites}},
author = {
Vanaken, C.
and
Gerrits, M.
and
Bekaert, P.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061030}
}
@inproceedings{
10.2312:egs.20061031,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Automatic Depth-Map Colorization}},
author = {
Hassner, T.
and
Basri, R.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061031}
}
@inproceedings{
10.2312:egs.20061032,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Evaluation of Different Diffuse Surface Reflection Models for Global Illumination}},
author = {
Diepstraten, Joachim
and
Borgo, Rita
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061032}
}
@inproceedings{
10.2312:egs.20061033,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Digital HPO Hologram Rendering Pipeline}},
author = {
Janda, M.
and
Hanák, I.
and
Skala, V.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061033}
}
@inproceedings{
10.2312:egs.20061034,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Lighting-Up Geometry: Accurate 3D Modelling of Museum Artifacts with a Torch and a Camera}},
author = {
Vogiatzis, G.
and
Hernández, C.
and
Cipolla, R.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061034}
}
@inproceedings{
10.2312:egs.20061035,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Modeling Real-time Rendering}},
author = {
Wong, Chee-Kien Gabriyel
and
Wang, Jianliang
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061035}
}
@inproceedings{
10.2312:egs.20061036,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Rapid Modeling of Complex Building Façades}},
author = {
Finkenzeller, D.
and
Schmitt, A.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061036}
}
@inproceedings{
10.2312:egs.20061037,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
HOPI: A Novel High Order Parametric Interpolation in 2D}},
author = {
Xu, Jia
and
Huang, Zhiyong
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061037}
}
@inproceedings{
10.2312:egs.20061038,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Clothing the Masses: Real-Time Clothed Crowds With Variation}},
author = {
Dobbyn, S.
and
McDonnell, R.
and
Kavan, L.
and
Collins, S.
and
O'Sullivan, C.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061038}
}
@inproceedings{
10.2312:egs.20061039,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Modeling Autumn Sceneries}},
author = {
Desbenoit, Brett
and
Galin, Eric
and
Akkouche, Samir
and
Grosjean, Jérome
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061039}
}
@inproceedings{
10.2312:egs.20061040,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Magical Mirrors}},
author = {
Michelis, D.
and
Send, H.
and
Resatsch, F.
and
Schildhauer, T.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061040}
}
@inproceedings{
10.2312:egs.20061041,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Exploring Flow Fields with GPU-Based Stream Tracers in Virtual Environments}},
author = {
Schirski, Marc
and
Bischof, Christian
and
Kuhlen, Torsten
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061041}
}
@inproceedings{
10.2312:egs.20061042,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Connectivity-Aware Sectional Visualization of 3D DTI Volumes using Perceptual Flat-Torus Coloring and Edge Rendering}},
author = {
Demiralp, Çagatay
and
Zhang, Song
and
Tate, David F.
and
Correia, Stephen
and
Laidlaw, David H.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061042}
}
@inproceedings{
10.2312:egs.20061043,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
SpringLens Distributed Nonlinear Magnifications}},
author = {
Germer, T.
and
Götzelmann, T.
and
Spindler, M.
and
Strothotte, Th.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061043}
}
@inproceedings{
10.2312:egs.20061045,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Virtual See-through Displays: Interactive Visualization Method in Ubiquitous Computing Environments}},
author = {
Shin, Seonhyung
and
Lee, Gun A.
and
Yang, Ungyeon
and
Son, Wookho
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061045}
}
@inproceedings{
10.2312:egs.20061046,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
m-LOMA - a Mobile 3D Portal to Location-based Information}},
author = {
Nurminen, Antti
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061046}
}
@inproceedings{
10.2312:egs.20061044,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Simulating Drilling on Tetrahedral Meshes}},
author = {
Turini, G.
and
Ganovelli, F.
and
Montani, C.
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061044}
}
@inproceedings{
10.2312:egs.20061047,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Enhanced Cartoon and Comic Rendering}},
author = {
Spindler, Martin
and
Röber, Niklas
and
Döhring, Robert
and
Masuch, Maic
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061047}
}
@inproceedings{
10.2312:egs.20061048,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Two Layer Image Tile Mosaics}},
author = {
Kang, Dongwann
and
Park, Young-Sup
and
Seo, Sang-Hyun
and
Yoon, Kyung-Hyun
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061048}
}
@inproceedings{
10.2312:egs.20061049,
booktitle = {
EG Short Papers},
editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Elastic Facial Caricature Warping}},
author = {
Clarke, Lyndsey
and
Chen, Min
and
Townsend, Peter
and
Mora, Benjamin
}, year = {
2006},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20061049}
}

Browse

Recent Submissions

Now showing 1 - 37 of 37
  • Item
    Preface and Table of Contents
    (The Eurographics Association, 2006) -; Dieter Fellner and Charles Hansen
    Preface and Table of Contents
  • Item
    Fast Skeletal Animation by skinned Arc-Spline based Deformation
    (The Eurographics Association, 2006) Forstmann, Sven; Ohya, Jun; Dieter Fellner and Charles Hansen
    Presented is a novel skeletal animation system for providing high quality geometric deformations in real-time. Each bone of the skeleton is therefore represented by a spline, rather than using conventional matrix rotation. In our approach, each vertex of the animated character can be influenced by a maximum of three spline-curves, which is sufficient for skinned animation. One spline is parameterized by three control points and a possible twist. As opposed to conventional Bézier curves does our arc-spline rely on trigonometric functions for providing better curvatures. The optimized implementation using the OpenGL-shading language shows very promising results for real-time character animation, as even about 1 Million vertices were able to be transformed at interactive 43 frames per second on a GeForce 7800 GTX graphics card.
  • Item
    Competitive Runtime Performance for Inverse Kinematics Algorithms using Conformal Geometric Algebra
    (The Eurographics Association, 2006) Hildenbrand, Dietmar; Fontijne, Daniel; Wang, Yusheng; Alexa, Marc; Dorst, Leo; Dieter Fellner and Charles Hansen
    Conformal geometric algebra is a powerful tool to find geometrically intuitive solutions. We present an approach for the combination of compact and elegant algorithms with the generation of very efficient code based on two different optimization approaches with different advantages, one is based on Maple, the other one is based on the code generator Gaigen 2. With these results, we are convinced that conformal geometric algebra will be able to become fruitful in a great variety of applications in Computer Graphics.
  • Item
    Similar Motion Retrieval for Dynamic 3D Mesh Based on Modified Shape Distributions
    (The Eurographics Association, 2006) Yamasaki, T.; Aizawa, K.; Dieter Fellner and Charles Hansen
    A similar motion search and retrieval system for dynamic 3D mesh is presented based on a modified shape distribution algorithm. In this paper, three fundamental functions for efficient retrieval have been developed: feature extraction, motion segmentation, and matching. Stable shape feature representation of 3D models has been realized by the modified shape distribution algorithm. Segmentation has been carried out by analyzing the degree of motion using the extracted feature vectors. Then, similar motion retrieval has been achieved employing the dynamic programming in the feature vector space.
  • Item
    Multiresolution GPU Mesh Painting
    (The Eurographics Association, 2006) Ritschel, Tobias; Botsch, Mario; Müller, Stefan; Dieter Fellner and Charles Hansen
    Mesh painting is a well accepted and very intuitive metaphor for adding high-resolution detail to a given 3D model: Using a brush interface, the designer simply paints fine-scale texture or geometry information onto the surface. In this paper we propose a fully GPU-accelerated mesh painting technique, which provides real-time feedback even for highly complex meshes. Our method can handle arbitrary input meshes, which are considered as base meshes for Catmull-Clark subdivision. Representing the surface by an atlas of geometry images and exploiting programmable vertex and fragment shaders allows for highly efficient LoD rendering and surface manipulation. Our painting metaphor supports real-time texturing, sculpting, smoothing, and multiresolution surface deformations.
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    Shape From Silhouette: Towards a Solution for Partial Visibility Problem
    (The Eurographics Association, 2006) Michoud, B.; Guillou, E.; Bouakaz, S.; Dieter Fellner and Charles Hansen
    Acquiring human shape is a prerequisite to many applications in augmented and virtual reality, as well as in computer graphics and animation. The acquisition of a real person must be precise enough to have the best possible (realistic) rendering. To do so in real time, "Shape-from-silhouette" (SFS) methods are used. One limitation of these methods is that the acquired subject must be visible from all the camera filming it. If not, some parts of the object are not reconstructed in 3d. This paper presents a modified SFS algorithm, that extends the 3d reconstruction space. Our extension allows to build an estimation of an object s 3d shape even if it comes out of sight from one or more cameras.
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    Fast and Realistic Display of Clouds Using a Recording Matrix
    (The Eurographics Association, 2006) Wu, Y.; Allgöwer, B.; Nüesch, D.; Dieter Fellner and Charles Hansen
    For volumetric cloud models, traditional ray tracing methods and graphics hardware acceleration methods can result in photorealistic images, but with considerably expensive costs. Hence, real-time rendering can be achieved only under the condition of a static relationship between light sources and clouds. This paper presents a new method to accelerate the rendering process for animated clouds. In order to display visually convincing self-shading properties of clouds, multiple scattering among their internal particles is taken into account with the help of a recording matrix, which only requires small intermediate saving space. This method is not only flexible and easy to use, but also capable of rendering other dynamic gaseous phenomena such as smoke in a fast and efficient manner.
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    Solving Local Reflections: a Direct Methodology
    (The Eurographics Association, 2006) Jeremias, P.; Chavarria, O.; Garcia, O.; Carrillo, X.; Cuñado, A.; Dieter Fellner and Charles Hansen
    Reflection and refraction are key processes intended for realism within simulation platforms. There are several parameters related to those techniques whose values have been traditionally selected by using subjective criteria. This paper presents an interactive water rendering model where the adjustment of the local perturbation parameters has been revised, ensuring physical correctness. Therefore we present new tuning paradigms, based on physical, optical and, besides that, objective constraints.
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    Real-time Reflection using Ray Tracing with Geometry Field
    (The Eurographics Association, 2006) Li, Shengying; Fan, Zhe; Yin, Xiaotian; Mueller, Klaus; Kaufman, Arie E.; Gu, Xianfeng; Dieter Fellner and Charles Hansen
    A novel method for accurate reflections in real time is introduced using ray tracing in geometry fields, which combine light fields with geometry images. The geometry field of a surface is defined ray space, mapping a ray to its intersection point with the surface, represented as the uv coordinates on the geometry image. It makes intersection tests much more efficient using lookups within a fragment shader, and allows conventional textures to be applied, such as normal maps, to enhance geometric subtleties. Our method can be generalized to also handle refraction and self-reflection. Experimental results demonstrate its capability for accurate reflection for complex scenes in real-time.
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    GPU-Based Hierarchical Texture Decompression
    (The Eurographics Association, 2006) Stachera, J.; Rokita, P.; Dieter Fellner and Charles Hansen
    We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterized by low computational complexity, random access and hierarchical structure which allow us to access first three levels of encoded mip-map pyramid. The hierarchical texture compression algorithm HiTCg is based on block-wise approach, where each block is subject to local fractal transform.
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    High Quality Shadows for Real-Time Crowds
    (The Eurographics Association, 2006) Ryder, G.; Day, A. M.; Dieter Fellner and Charles Hansen
    Real-time shadowed crowds, especially under locally lit environments, pose several distinct challenges. Current solutions for crowds are either very simplistic for multiple lights or only handle a single directional light with shadows. This work focuses on bringing hundreds of local lights with high fidelity shadows for crowds into the real-time domain. Each light is given the ability to cast shadows for all objects (dynamic and static) within the scene, and all the levels of detail used for representing the crowds correctly interact with the lighting conditions. In this paper we introduce depth augmented billboards for crowds, to allow for improved quality under local lights, including self-shadowing. Through use of the GPU fragment programs; this extension is entirely implemented on the graphics card for minimal performance impact.
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    Dynamic Anisotropic Occlusion
    (The Eurographics Association, 2006) Gong, Yi; Zhang, Yubo; Chen, Wei; Peng, Qunsheng; Dieter Fellner and Charles Hansen
    We present a new real-time shadow rendering approach whose kernel is a hierarchical disk-based approximation to the scene geometry. We show that this approximated representation greatly accelerates the visibility inquiry, facilitating the real-time computation of anisotropic occlusion in GPU. By taking account of anisotropic occlusion, our approach can simulate the shadow cast from not only ambient light, but also point, directional and environment lights. Because no pre-computation is required, it is suitable for dynamically deforming objects.
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    A Perceptual Approach to Texture Scaling based on Human Computer Interaction
    (The Eurographics Association, 2006) Cheng, Irene; Bischof, Walter; Dieter Fellner and Charles Hansen
    The trade-off between texture quality and data size is often an important factor for online multimedia applications including 3D games, virtual reality, as well as for applications designed for portable devices. Although a number of state-of-the-art texture compression techniques have been proposed in the literature, there is little research on optimal resolution reduction, and especially on how the human visual system responds to texture scaling. In this paper, we investigate the visual discrimination of scaled textures and the threshold above which quality improvement is imperceptible. A perceptual approach based on human computer interaction is proposed along with its applications. Our contribution lies in introducing texture scaling over and above texture compression in order to achieve more efficient data transmission and quality preservation.
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    Harnessing the Human Visual System for Image Based Modeling: an Interaction System
    (The Eurographics Association, 2006) Morvan, Y.; O'Sullivan, C.; Dieter Fellner and Charles Hansen
    We present a novel interaction system for modeling 3D geometry from photographs. Given a set of stereo pairs, along with their camera parameters, the interface tracks the movements of the users and allows them to intuitively position the modeling tools in 3D and to browse the stereo pairs using head movements. The geometry being modeled is overlaid on the photographs using a stereo display. The use of the known camera parameters for displaying the geometry ensures proper registration with each photograph and thus results in correct 3D models.
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    Real-time Soft Shadows with Shadow Accumulation
    (The Eurographics Association, 2006) Aszódi, Barnabás; Szirmay-Kalos, László; Dieter Fellner and Charles Hansen
    This paper presents a physically plausible soft-shadow algorithm that can be executed real-time by current GPUs. The method works with a single shadow map, requires no pre- or post-processing, and can also handle self shadowing. The main novelty of the method is in the interpretation of the shadow map. A lexel with depth information is considered as the geometric definition of an elementary shadow caster. When the shadowing of a point is computed, the algorithm decides whether these elementary casters occlude the light source area from the shaded point, and the shadowing factors of the elementary casters are accumulated.
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    Toward the Light Field Display: Autostereoscopic Rendering via a Cluster of Projectors
    (The Eurographics Association, 2006) Yang, Ruigang; Huang, Xinyu; Li, Sifang; Jaynes, Christopher; Dieter Fellner and Charles Hansen
    Ultimately, a display device should be capable of reproducing the visual effects that are produced by reality. In this paper we introduce an autostereoscopic display that uses a scalable array of digital light projectors and a projection screen augmented with microlenses to simulate a light field for a given three-dimensional scene. Physical objects emit or reflect light in all directions to create a light field that can be approximated by the light field display. The display can simultaneously provide many viewers from different viewpoints a stereoscopic effect without head-tracking or special mechanical devices. We present a solution to automatically calibrate the light field display and an efficient algorithm to render the special multi-view images it requires by exploiting their spatial coherence. The effectiveness of our approach is demonstrated with a four-projector prototype that can display dynamic imagery with full parallax.
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    Rapid Interactive Modelling from Video with Graph Cuts
    (The Eurographics Association, 2006) Hengel, Anton van den; Dick, Anthony; Thormählen, Thorsten; Ward, Ben; Torr, Philip H. S.; Dieter Fellner and Charles Hansen
    We present a method for generating a parameterised model of a scene from a set of images. The method is novel in that it uses information from several sources video, sparse 3D points and user input to fit models to a scene. The user drives the process by providing selected high-level scene information, for instance selecting an object in the scene, or specifying the relationship between a pair of objects. The system combines this information with image and 3D data to dynamically update its model of the scene. In doing so it avoids common pitfalls of both automatic structure and motion algorithms, and image-based modelling packages.
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    Articulated Video Sprites
    (The Eurographics Association, 2006) Vanaken, C.; Gerrits, M.; Bekaert, P.; Dieter Fellner and Charles Hansen
    In this paper, we present an extension to video sprites for articulated characters. Central to our technique is a matching cost which works on high-level 2D skeletal representations of the characters, instead of their visual appearance. Through a combination of different heuristics, we are able to animate a character according to a new sequence of target skeletons. This way we achieve an accurate matching and a hitherto unseen level of control over the video sprite.
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    Automatic Depth-Map Colorization
    (The Eurographics Association, 2006) Hassner, T.; Basri, R.; Dieter Fellner and Charles Hansen
    We present a system for automatically generating custom, structured image-maps for input depth-maps. Our system thus allows quick fitting of masses of objects with tailor-made image-maps. Given a depth-map of a novel 3D object, our method tiles it with intensities from similar, pre-collected, textured objects. These are seamlessly merged to form the new image-map. This process is performed by optimizing a well defined target likelihood function, via a hard-EM procedure. We present results for varied object classes including human figures, and fish.
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    Evaluation of Different Diffuse Surface Reflection Models for Global Illumination
    (The Eurographics Association, 2006) Diepstraten, Joachim; Borgo, Rita; Dieter Fellner and Charles Hansen
    One common goal nearly all global illumination algorithms aim for is solving the light transport problem. The most visual noticeable one in the general case is the diffuse-diffuse light transport between surfaces. Most global illumination algorithms are very good at solving it. In many global illumination solutions the Lambertian diffuse surface reflection model is assumed. However, over the years several other diffuse models have been introduced mostly outside of the computer graphics community that according to their authors mimic real surface behaviour more accurately. In this paper we evaluate some of the better known models and place them into the context of solving global illumination problems.
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    Digital HPO Hologram Rendering Pipeline
    (The Eurographics Association, 2006) Janda, M.; Hanák, I.; Skala, V.; Dieter Fellner and Charles Hansen
    This paper describes a rendering pipeline for digital hologram synthesis. The pipeline is capable of handling triangle meshes, directional light sources, texture coordinates, and advanced illumination models. Due to the huge computational requirements of hologram synthesis only the HPO holograms are considered.
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    Lighting-Up Geometry: Accurate 3D Modelling of Museum Artifacts with a Torch and a Camera
    (The Eurographics Association, 2006) Vogiatzis, G.; Hernández, C.; Cipolla, R.; Dieter Fellner and Charles Hansen
    This paper addresses the problem of obtaining complete, very detailed reconstructions of shiny objects such as glazed ceramics. We present an algorithm which uses silhouettes of the object, as well as images obtained under changing illumination conditions. In contrast with previous photometric stereo techniques, ours is not limited to a single viewpoint but produces accurate reconstructions in full 3D. A number of images of the object are obtained from multiple viewpoints, under varying lighting conditions. Starting from the silhouettes, the algorithm recovers camera motion and constructs the object s visual hull. This is then used to recover the illumination and initialise a multi-view photometric stereo scheme to obtain a closed surface reconstruction. The algorithm has been implemented as a practical model acquisition system. Here, we present a number of complete reconstructions of challenging real objects.
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    Modeling Real-time Rendering
    (The Eurographics Association, 2006) Wong, Chee-Kien Gabriyel; Wang, Jianliang; Dieter Fellner and Charles Hansen
    The real-time rendering process is well known to be extremely dynamic and complex. This paper presents a novel approach to modeling this process via the system identification methodology. Given the process s dynamic nature arising from the possible myriad variations of render states, polygon streams and the non-linearities involved, we describe a modeling approach using neural networks with supervised training from application-generated data. By comparing the outputs of the neural network model s representation of the rendering process with actual empirical data, we discuss the accuracy of our approach in relation to the practical issues of integrating this study to real-world applications.
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    Rapid Modeling of Complex Building Façades
    (The Eurographics Association, 2006) Finkenzeller, D.; Schmitt, A.; Dieter Fellner and Charles Hansen
    Architectural settings occur in many virtual environments. Modeling such highly detailed structures manually is a time-consuming and tedious task. Therefore we propose a system for the rapid modeling of building façades. The designer just has to provide some coarse information, the building outline, its type and style and the computer takes care of creating the exact geometry. Adjacent architectural structures are adapted automatically, e. g. walls are adapted to exactly fit quoins made of different stone blocks. Also highly detailed façade elements like window frames made of single bricks, cornices, etc. are generated. Even at this point the designer can still interfere and change the building outline, the style, as well as window or door frame styles. Such a tool will relieve the designer of the burden of tedious, recurring and over all time-consuming modeling tasks.
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    HOPI: A Novel High Order Parametric Interpolation in 2D
    (The Eurographics Association, 2006) Xu, Jia; Huang, Zhiyong; Dieter Fellner and Charles Hansen
    This paper presents a novel smooth and convergent high order parametric interpolation method called HOPI with a formal treatment. It employs high order derivatives information and provides more freedom on control of curves. It can be applied to shape design and analysis using curves. This paper reports the work in 2D.
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    Clothing the Masses: Real-Time Clothed Crowds With Variation
    (The Eurographics Association, 2006) Dobbyn, S.; McDonnell, R.; Kavan, L.; Collins, S.; O'Sullivan, C.; Dieter Fellner and Charles Hansen
    The animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to real-time constraints, standard skinning methods have been used to animate the clothes of individuals in real-time crowds, which does not create the appropriate secondary motion for flowing garments. However, plausible cloth simulation is vital for the depiction of realistic characters, so we have developed a novel crowd system in which the individuals are endowed with realism and variety through the addition of physically simulated clothing and hardware assisted pattern variation.
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    Modeling Autumn Sceneries
    (The Eurographics Association, 2006) Desbenoit, Brett; Galin, Eric; Akkouche, Samir; Grosjean, Jérome; Dieter Fellner and Charles Hansen
    This paper presents a system for modeling autumn leaves covering vegetation and monuments. We simulate the coloring and aging process by a stochastic model that represents the probability of evolution of a leaf according to the characteristics of the environment. We distribute leaves over the ground by approximating their complex movement by trajectory templates such as fluttering, rolling and tumbling. Leaves stack onto the ground in successive layers so as to improve the collision detection step.
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    Magical Mirrors
    (The Eurographics Association, 2006) Michelis, D.; Send, H.; Resatsch, F.; Schildhauer, T.; Dieter Fellner and Charles Hansen
    This article describes the multi-media art installation MAGICAL MIRRORS with which the tradition of the mirror, as a medium of visual simulation, is carried over into the world of digital mediums. As theoretical framework, the basic principle of remediation as described by Bolter and Grusin is utilized. According to this theory new media technologies always represent the advancements of prior media that are either enhanced in order to upgrade the features or replaced entirely. MAGICAL MIRRORS follows in the tradition of the magical mirror found in palaces or amusement parks. Like their predecessors they awaken the curiosity of the viewer and invite him or her on a trip into virtual worlds.
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    Exploring Flow Fields with GPU-Based Stream Tracers in Virtual Environments
    (The Eurographics Association, 2006) Schirski, Marc; Bischof, Christian; Kuhlen, Torsten; Dieter Fellner and Charles Hansen
    In this paper we present an immersive visualization approach for the intuitive exploration of flow fields, which operates entirely within the graphics subsystem. We augment particle data with a brief history of their recent positions, thus effectively computing and displaying animated tracers facilitating the understanding of the underlying flow field. Image quality is enhanced by employing a billboard-based rendering method for the particle trajectories simulating lit tubular geometry. This leads to significantly reduced depth perception problems and depth order ambiguities. Interactivity is maintained even for large amounts of tracers by shifting the computational load to the GPU. We alleviate 3D seed point specification problems by offering interaction mechanisms with full 6 degrees-of-freedom within an immersive virtual environment.
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    Connectivity-Aware Sectional Visualization of 3D DTI Volumes using Perceptual Flat-Torus Coloring and Edge Rendering
    (The Eurographics Association, 2006) Demiralp, Çagatay; Zhang, Song; Tate, David F.; Correia, Stephen; Laidlaw, David H.; Dieter Fellner and Charles Hansen
    We present two new methods for visualizing cross-sections of 3D diffusion tensor magnetic resonance imaging (DTI) volumes. For each of the methods we show examples of visualizations of the corpus callosum in the midsagittal plane of several normal volunteers. In both methods, we start from points sampled on a regular grid on the cross-section and, from each point, generate integral curves in both directions following the principal eigenvector of the underlying diffusion tensor field.We compute an anatomically motivated pairwise distance measure between each pair of integral curves and assemble the measures to create a distance matrix. We next find a set of points in a plane that best preserves the calculated distances that are small each point in this plane represents one of the original integral curves. Our first visualization method wraps this planar representation onto a flat-torus and then projects that torus into a visible portion of a perceptually uniform color space (L*a*b*). The colors for the paths are used to color the corresponding grid points on the original cross-section. The resulting image shows larger changes in color where neighboring integral curves differ more. Our second visualization method lays out the grid points on the cross section and connects the neighboring points with edges that are rendered according to the distances between curves generated from these points. Both methods provide a way to visually segment 2D cross sections of DTI data. Also, a particular contribution of the coloring technique used in our first visualization method is to give a continuous 2D color mapping that provides approximate perceptual uniformity and can be repeated an arbitrary number of times in both directions to increase sensitivity.
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    SpringLens Distributed Nonlinear Magnifications
    (The Eurographics Association, 2006) Germer, T.; Götzelmann, T.; Spindler, M.; Strothotte, Th.; Dieter Fellner and Charles Hansen
    We present a flexible, distributed and effective technique to model custom distortions of images. The main idea is to use a mass-spring model to create a flexible surface and to create distortions by changing the rest-lengths. A physical simulation works out the displacements of this particle grid. We provide intuitive tools to interactively design such nonlinear magnifications. In addition, our system enables data-driven distortions which allows us to use it for automatic nonlinear magnifications. We demonstrate this with an application for labeling of 3D scenes.
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    Virtual See-through Displays: Interactive Visualization Method in Ubiquitous Computing Environments
    (The Eurographics Association, 2006) Shin, Seonhyung; Lee, Gun A.; Yang, Ungyeon; Son, Wookho; Dieter Fellner and Charles Hansen
    Cooperation between multiple information devices is necessary in ubiquitous computing environments. Consequently, visual display interfaces also need to cooperate with each other to help users to understand virtual information in a consistent way. In this point of view, we propose a concept of 'virtual seethrough' visualization which supports not only context consistency between multiple visual displays, but also supports personalized and quality supplemented visualizations. We also describe various interaction methods available with virtual see-through displays. By adding information and participant management, we expect 'virtual see-through' will be one of the popular visualization methods for visual display interfaces in ubiquitous computing environments.
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    m-LOMA - a Mobile 3D Portal to Location-based Information
    (The Eurographics Association, 2006) Nurminen, Antti; Dieter Fellner and Charles Hansen
    We present a novel application, a mobile 3D city map, with a capability to render dozens of textured buildings at interactive rates in desktop machines, PDA devices and mart phones. The system allows annotation of the virtual environment by content databases and user-spesified messages, which also act as bulletinboards, and supports avigation with GPS locationing and routing. As a key enabler, a 3D engine suited for urban environments is developed. A lightweight but realistic model consisting of an ntire city center with over 300 buildings is created. The application design, features and implementation are presented, along with results regarding performance and reliminary field studies.
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    Simulating Drilling on Tetrahedral Meshes
    (The Eurographics Association, 2006) Turini, G.; Ganovelli, F.; Montani, C.; Dieter Fellner and Charles Hansen
    Bone drilling is a fundamental task in several surgical procedures, including mastoidectomy, cochlear implantation, orbital surgery. It consists in eroding the part of the bone in contact with the tip of the surgical tool when a sufficient pressure is exerted. Since the bone is an almost rigid material, the bone drilling simulations usually employ voxel-based representations of the bone, so that it is easy to show material removal by playing with material density in the voxels. Unfortunately, there are cases in which drilling is only a part of the task, and parts of the same object are also cut away or, worse, the bone is slightly deformable and therefore voxel-based representations do not work well. We propose a novel method to simulate drilling on objects represented explicitly by means of a tetrahedral mesh. The key idea of our method is to create an alternative representation of the tetrahedron when it is partially eroded. Such representation consists of a set of smaller tetrahedra obtained by a hierarchical decomposition of the original one, and combined to represent the current status of the erosion.
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    Enhanced Cartoon and Comic Rendering
    (The Eurographics Association, 2006) Spindler, Martin; Röber, Niklas; Döhring, Robert; Masuch, Maic; Dieter Fellner and Charles Hansen
    In this work we present an extension to common cel shading techniques, and describe four new cartoon-like rendering styles applicable for real-time implementations: stylistic shadows, double contour lines, soft cel shading, and pseudo edges. Our work was mainly motivated by the rich set of stylistic elements and expressional possibilities within the medium comic. In particular, we were inspired by Miller s Sin City and McFarlane s Spawn . We designed algorithms for these styles, developed a real-time implementation and integrated it into a regular 3D game engine.
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    Two Layer Image Tile Mosaics
    (The Eurographics Association, 2006) Kang, Dongwann; Park, Young-Sup; Seo, Sang-Hyun; Yoon, Kyung-Hyun; Dieter Fellner and Charles Hansen
    This study proposes a method of Two Layer Image Tile Mosaics to preserve detailed depiction of the source image. This method is composed of following three stages. First of all, the upper layer tile is located through a centroidal Voronoi diagram to which an edge avoidance technique is applied, and the position of the lower layer tile is calculated using Delaunay triangulation. Secondly, discover the size and direction field of the tile considering the relation between tiles. Thirdly, adopt a Photomosaics technique to use the image tiles. At this time, the technique of multi-level indexing is used to accelerate the speed of image searching. The Two Layer Image Tile Mosaics obtained through the above process preserve the detailed depiction of source images effectively.
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    Elastic Facial Caricature Warping
    (The Eurographics Association, 2006) Clarke, Lyndsey; Chen, Min; Townsend, Peter; Mora, Benjamin; Dieter Fellner and Charles Hansen
    Caricatures are usually created by skilled artists, and, due to their amusing appearance, they serve mainly as a source of entertainment and humour. This short paper is therefore concerned with a means for generating facial caricatures from given photographs using image warping. In particular, we propose to assign virtual physical and material properties to various facial features in order to specify and render exaggerated transformations in an intuitive manner. Though our objective is not for creating physically accurate photorealism, our physically-based approach enables users to associate virtual displacements in caricatures, with common physical phenomena.