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    • 33-Issue 1
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    Controlled Metamorphosis Between Skeleton‐Driven Animated Polyhedral Meshes of Arbitrary Topologies 

    Kravtsov, Denis; Fryazinov, Oleg; Adzhiev, Valery; Pasko, Alexander; Comninos, Peter (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    Enabling animators to smoothly transform between animated meshes of differing topologies is a long‐standing problem in geometric modelling and computer animation. In this paper, we propose a new hybrid approach built upon ...
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    Appearance Stylization of Manhattan World Buildings 

    Li, C.; Willis, P. J.; Brown, M. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    We propose a method that generates stylized building models from examples (Figure ). Our method only requires minimal user input to capture the appearance of a Manhattan world (MW) building, and can automatically retarget ...
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    Mobility‐Trees for Indoor Scenes Manipulation 

    Sharf, Andrei; Huang, Hui; Liang, Cheng; Zhang, Jiapei; Chen, Baoquan; Gong, Minglun (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    In this work, we introduce the ‘mobility‐tree’ construct for high‐level functional representation of complex 3D indoor scenes. In recent years, digital indoor scenes are becoming increasingly popular, consisting of detailed ...
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    Visibility Silhouettes for Semi‐Analytic Spherical Integration 

    Nowrouzezahrai, Derek; Baran, Ilya; Mitchell, Kenny; Jarosz, Wojciech (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    At each shade point, the spherical visibility function encodes occlusion from surrounding geometry, in all directions. Computing this function is difficult and point‐sampling approaches, such as ray‐tracing or hardware ...
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    Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces 

    Groot, Erwin; Wyvill, Brian; Barthe, Loïc; Nasri, Ahmad; Lalonde, Paul (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance ...
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    Stackless Multi‐BVH Traversal for CPU, MIC and GPU Ray Tracing 

    Áfra, Attila T.; Szirmay‐Kalos, László (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    Stackless traversal algorithms for ray tracing acceleration structures require significantly less storage per ray than ordinary stack‐based ones. This advantage is important for massively parallel rendering methods, where ...
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    Subdivision Surfaces with Creases and Truncated Multiple Knot Lines 

    Kosinka, J.; Sabin, M. A.; Dodgson, N. A. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    We deal with subdivision schemes based on arbitrary degree B‐splines. We focus on extraordinary knots which exhibit various levels of complexity in terms of both valency and multiplicity of knot lines emanating from such ...
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    Visualization of the Centre of Projection Geometrical Locus in a Single Image 

    Stojaković, V.; Popov, S.; Tepavčević, B. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    Single view reconstruction (SVR) is an important approach for 3D shape recovery since many non‐existing buildings and scenes are captured in a single image. Historical photographs are often the most precise source for ...
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    A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering 

    Jönsson, Daniel; Sundén, Erik; Ynnerman, Anders; Ropinski, Timo (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    Interactive volume rendering in its standard formulation has become an increasingly important tool in many application domains. In recent years several advanced volumetric illumination techniques to be used in interactive ...
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    Robust Segmentation of Multiple Intersecting Manifolds from Unoriented Noisy Point Clouds 

    Kustra, J.; Jalba, A.; Telea, A. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
    We present a method for extracting complex manifolds with an arbitrary number of (self‐) intersections from unoriented point clouds containing large amounts of noise. Manifolds are formed in a three‐step process. First, ...
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    AuthorDachsbacher, Carsten (2)Adzhiev, Valery (1)Apaza‐Agüero, K. (1)Arbree, Adam (1)Baran, Ilya (1)Barthe, Loïc (1)Bellon, O. R. P.  (1)Bender, Jan (1)Brown, M. (1)Chen, Baoquan (1)... View MoreDate Issued2014 (24)Has File(s)
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    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
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