Now showing items 14-33 of 57

    • Fast Cloth Animation on Walking Avatars 

      Vassilev, T.; Spanlang, B.; Chrysanthou, Y. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      This paper describes a fast technique for animating clothing on walking humans. It exploits a mass-spring cloth model but applies a new velocity directional modification approach to overcome its super-elasticity. The ...
    • Fast simulation and rendering techniques for fluid objects 

      Kunimatsu, A.; Watanabe, Y.; Fujii, H.; Saito, T.; Hiwada, K.; Takahashi, T.; Ueki, H. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Movies with actions and light effects of fluid objects are aesthetically pleasing and interesting. Until now, the calculation costs of simulation and rendering of fluid objects have been very high. Using a modern PC system ...
    • Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering 

      Csebfalvi, Balazs; Mroz, Lukas; Hauser, Helwig; Konig, Andreas; Groller, Eduard (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      In this paper we present a fast visualization technique for volumetric data, which is based on a recent non-photorealistic rendering technique. Our new approach enables alternative insights into 3D data sets (compared to ...
    • Feature Sensitive Remeshing 

      Vorsatz, J.; Rossl, C.; Kobbelt, L. P.; Seidel, H.-P. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Remeshing artifacts are a fundamental problem when converting a given geometry into a triangle mesh. We propose a new remeshing technique that is sensitive to features. First, the resolution of the mesh is iteratively ...
    • Flexible Image-Based Photometric Reconstruction using Virtual Light Sources 

      Gibson, Simon; Howard, Toby; Hubbold, Roger (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Photometric reconstruction is the process of estimating the illumination and surface reflectance properties of an environment, given a geometric model of the scene and a set of photographs of its surfaces. For mixed-reality ...
    • Generalized Stochastic Sampling Method for Visualization and Investigation of Implicit Surfaces 

      Tanaka, Satoshi; Shibata, Akihiro; Yamamoto, Hiroaki; Kotsuru, Hisakiyo (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Recently we proposed the stochastic sampling method (SSM), which can numerically generate sample points on complicated implicit surfaces quickly and uniformly. In this paper we generalize the method in two aspects: (1) We ...
    • Global Illumination as a Combination of Continuous Random Walk and Finite-Element Based Iteration 

      Szirmay-Kalos, Laszlo; Csonka, Ferenc; Antal, Gyorgy (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      The paper introduces a global illumination method that combines continuous and finite-element approaches, pre-serving the speed of finite-element based iteration and the accuracy of continuous random walks. The basic idea ...
    • A High Performance Solver for the Animation of Deformable Objects using Advanced Numerical Methods 

      Hauth, Michael; Etzmuss, Olaf (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Physically based modelling of deformable objects has become the most popular technique to model textiles, skin or human tissue. The crucial problem in the animation of deformable objects is the solution of the resulting ...
    • Hoops: 3D Curves as Conservative Occluders for Cell-Visibility 

      Brunet, Pere; Navazo, Isabel; Rossignac, Jarek; Saona-Vazquez, Carlos (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Most visibility culling algorithms require convexity of occluders. Occluder synthesis algorithms attempt to construct large convex occluders inside bulky non-convex sets. Occluder fusion algorithms generate convex occluders ...
    • Horizon Map Capture 

      Rushmeier, Holly; Balmelli, Laurent; Bernardini, Fausto (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We present a method for computing horizon maps from captured images of a bumpy surface. 1Horizon maps encode surface self-shadowing effects, and can be used with bump or normals maps to realistically render surfaces with ...
    • Implementation and Complexity of the Watershed-from-Markers Algorithm Computed as a Minimal Cost Forest 

      Felkel, Petr; Bruckschwaiger, Mario; Wegenkittl, Rainer (Blackwell Publishers Ltd and the Eurographics Association, 2001)
    • Incremental Updates for Rapid Glossy Global Illumination 

      Granier, Xavier; Drettakis, George (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We present an integrated global illumination algorithm including non-diffuse light transport which can handle complex scenes and enables rapid incremental updates. We build on a unified algorithm which uses hierarchical ...
    • Instant Visibility 

      Wonka, Peter; Wimmer, Michael; Sillion, Francois X. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS) which ...
    • Integrating Behavioural Animation Techniques 

      Monzani, Jean-Sebastien; Caicedo, Angela; Thalmann, Daniel (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Our research focuses on animating autonomous virtual humans which are able to take decisions by themselves. We especially address in this paper the technical problem of integrating altogether the physical simulation of ...
    • Interactive Computer Animation of Hand Gestures using Status Estimation with Multiple Regression Analysis 

      Kitamura, Yoshifumi; Higashi, Tomohiko; Iida, Takayuki; Kishino, Fumio (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      This paper presents a method of interactively generating natural hand gesture animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved ...
    • Interactive Rendering with Coherent Ray Tracing 

      Wald, Ingo; Slusallek, Philipp; Benthin, Carsten; Wagner, Markus (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray ...
    • JAPE: A Prototyping System for Collaborative Virtual Environments 

      Staadt, Oliver G.; Naf, Martin; Lamboray, Edouard; Wurmlin, Stephan (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We present JAPE, a flexible prototyping system to support the design of a new advanced collaborative virtual environment. We describe the utilization of different hard- and software components to quickly build a flexible, ...
    • Linear Interval Estimations for Parametric Objects Theory and Application 

      Buehler, Katja (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      The new concept of parametrized bounding volumes for parametric objects is proposed to replace the common compact bounding volumes like axis aligned bounding boxes and parallelepipeds. Linear Interval Estimations (LIEs) ...
    • A low cost 3D scanner based on structured light 

      Rocchini, C.; Cignoni, P.; Montani, C.; Pingi, P.; Scopigno, R. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Automatic 3D acquisition devices (often called 3D scanners) allow to build highly accurate models of real 3D objects in a cost- and time-effective manner. We have experimented this technology in a particular application ...
    • Mesh Optimization for Polygonized Isosurfaces 

      Ohtake, Yutaka; Belyaev, Alexander G. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      In this paper, we propose a method for improvement of isosurface polygonizations. Given an initial polygonization of an isosurface, we introduce a mesh evolution process initialized by the polygonization. The evolving mesh ...