Now showing items 1-20 of 53

    • Mesh Segmentation via Spectral Embedding and Contour Analysis 

      Liu, Rong; Zhang, Hao (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We propose a mesh segmentation algorithm via recursive bisection where at each step, a sub-mesh embedded in 3D is first spectrally projected into the plane and then a contour is extracted from the planar embedding. We rely ...
    • Stackless KD-Tree Traversal for High Performance GPU Ray Tracing 

      Popov, Stefan; Guenther, Johannes; Seidel, Hans-Peter; Slusallek, Philipp (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, ...
    • A Finite Element Method on Convex Polyhedra 

      Wicke, Martin; Botsch, Mario; Gross, Markus (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth ...
    • Metropolis Instant Radiosity 

      Segovia, B.; Iehl, J.C.; Peroche, B. (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We present Metropolis Instant Radiosity (MIR), an unbiased algorithm to solve the Light Transport problem. MIR is a hybrid technique which consists in representing the incoming radiance field by a set of Virtual Point ...
    • Ray-Casted BlockMaps for Large Urban Models Visualization 

      Cignoni, P.; Di Benedetto, M.; Ganovelli, F.; Gobbetti, E.; Marton, F.; Scopigno, R. (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We introduce a GPU-friendly technique that efficiently exploits the highly structured nature of urban environments to ensure rendering quality and interactive performance of city exploration tasks. Central to our approach ...
    • QuadCover - Surface Parameterization using Branched Coverings 

      Kaelberer, Felix; Nieser, Matthias; Polthier, Konrad (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We introduce an algorithm for the automatic computation of global parameterizations on arbitrary simplicial 2-manifolds, whose parameter lines are guided by a given frame field, for example, by principal curvature frames. ...
    • Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes 

      Shevtsov, Maxim; Soupikov, Alexei; Kapustin, Alexander (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We present a highly parallel, linearly scalable technique of kd-tree construction for ray tracing of dynamic geometry. We use conventional kd-tree compatible with the high performing algorithms such as MLRTA or frustum ...
    • Geodesic-Controlled Developable Surfaces for Modeling Paper Bending 

      Bo, Pengbo; Wang, Wenping (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We present a novel and effective method for modeling a developable surface to simulate paper bending in interactive and animation applications. The method exploits the representation of a developable surface as the envelope ...
    • Real-Time Simulation of Thin Shells 

      Choi, Min Gyu; Yong Woo, Seung; Ko, Hyeong-Seok (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory ...
    • Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses 

      Kakimoto, Masanori; Tatsukawa, Tomoaki; Mukai, Yukiteru; Nishita, Tomoyuki (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main ...
    • Contrast Restoration by Adaptive Countershading 

      Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      The ABSTRACT is to be in fully-justified italicized text, between two horizontal lines, in one-column format, below the author and affiliation information. Use the word Abstract as the title, in 9-point Times, boldface ...
    • Image Dequantization: Restoration of Quantized Colors 

      Kim, Tae-hoon; Ahn, Jongwoo; Choi, Min Gyu (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      Color quantization replaces the color of each pixel with the closest representative color, and thus it makes the resulting image partitioned into uniformly-colored regions. As a consequence, continuous, detailed variations ...
    • Interactive Visual Workspaces with Dynamic Foveal Areas and Adaptive Composite Interfaces 

      Cotting, Daniel; Gross, Markus (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      This paper presents novel techniques and metaphors for on-demand visual workspaces in everyday office environments, providing space-efficient, flexible and highly interactive graphical user interfaces using projected ...
    • Shape-aware Volume Illustration 

      Chen, Wei; Lu, Aidong; Ebert, David S. (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      We introduce a novel volume illustration technique for regularly sampled volume datasets. The fundamental difference between previous volume illustration algorithms and ours is that our results are shape-aware, as they ...
    • Consistent Viewing and Interaction for Multiple Users in Projection-Based VR Systems 

      De Haan, Gerwin; Molenaar, Rene; Koutek, Michal; Post, Frits H. (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      In projection-based Virtual Reality (VR) systems, typically only one headtracked user views stereo images rendered from the correct view position. For other users, who are presented a distorted image, moving with the first ...
    • Soft Articulated Characters with Fast Contact Handling 

      Galoppo, Nico; Otaduy, Miguel A.; Tekin, Serhat; Gross, Markus; Lin, Ming C. (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered ...
    • Skeleton-based Variational Mesh Deformations 

      Yoshizawa, Shin; Belyaev, Alexander; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      In this paper, a new free-form shape deformation approach is proposed. We combine a skeleton-based mesh deformation technique with discrete differential coordinates in order to create natural-looking global shape deformations. ...
    • Serious Games: Broadening Games Impact Beyond Entertainment 

      Sawyer, Ben (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      Computer and videogames for many years has been an island of technology and design innovation largely left to itself as it morphed from a cottage business into a global media and software industry. While there have been ...
    • What can Computer Graphics expect from 3D Computer Vision? 

      Sara, Radim (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      Computer Vision is a discipline whose ultimate goal is to interpret optical images of real scenes. It is well understood that such a problem is cursed by ambiguity of interpretation and uncertainty of evidence. Despite ...
    • Reverse Engineering Nature 

      Jensen, Henrik Wann (The Eurographics Association and Blackwell Publishing Ltd, 2007)
      Why is the sky blue? Why is grass green? What determines the color of human skin? Questions such as these are increasingly important in the development of the next generation algorithms for appearancemodeling in computer ...