Now showing items 15-34 of 34

    • Geometrically Exact Simulation of Inextensible Ribbon 

      Shen, Zhongwei; Huang, Jin; Chen, Wei; Bao, Hujun (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Narrow, inextensible, and naturally flat ribbons have some special and interesting phenomena under isometric deformations. Although a ribbon has a shape between rod and shell, directly applying the geometric representation ...
    • Guided Mesh Normal Filtering 

      Zhang, Wangyu; Deng, Bailin; Zhang, Juyong; Bouaziz, Sofien; Liu, Ligang (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      The joint bilateral filter is a variant of the standard bilateral filter, where the range kernel is evaluated using a guidance signal instead of the original signal. It has been successfully applied to various image ...
    • Interactive Rigging with Intuitive Tools 

      Bang, Seungbae; Choi, Byungkuk; Ribera, Roger Blanco i; Kim, Meekyoung; Lee, Sung-Hee; Noh, Junyong (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Rigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. ...
    • Mesh Denoising using Extended ROF Model with L1 Fidelity 

      Wu, Xiaoqun; Zheng, Jianmin; Cai, Yiyu; Fu, Chi-Wing (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      This paper presents a variational algorithm for feature-preserved mesh denoising. At the heart of the algorithm is a novel variational model composed of three components: fidelity, regularization and fairness, which are ...
    • Multi-layer Lattice Model for Real-Time Dynamic Character Deformation 

      Iwamoto, Naoya; Shum, Hubert P. H.; Yang, Longzhi; Morishima, Shigeo (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques ...
    • Multiple Facial Image Editing Using Edge-Aware PDE Learning 

      Liang, Lingyu; Jin, Lianwen; Zhang, Xin; Xu, Yong (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      This paper introduces a novel facial editing tool, called edge-aware mask, to achieve multiple photo-realistic rendering effects in a unified framework. The edge-aware masks facilitate three basic operations for adaptive ...
    • Object Completion using k-Sparse Optimization 

      Mavridis, Pavlos; Sipiran, Ivan; Andreadis, Anthousis; Papaioannou, Georgios (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a new method for the completion of partial globally-symmetric 3D objects, based on the detection of partial and approximate symmetries in the incomplete input dataset. In our approach, symmetry detection is ...
    • Order-Independent Transparency for Programmable Deferred Shading Pipelines 

      Schollmeyer, Andre; Babanin, Andrey; Froehlich, Bernd (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      In this paper, we present a flexible and efficient approach for the integration of order-independent transparency into a deferred shading pipeline. The intermediate buffers for storing fragments to be shaded are extended ...
    • PIXEL2BRICK: Constructing Brick Sculptures from Pixel Art 

      Kuo, Ming-Hsun; Lin, You-En; Chu, Hung-Kuo; Lee, Ruen-Rone; Yang, Yong-Liang (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      LEGO, a popular brick-based toy construction system, provides an affordable and convenient way of fabricating geometric shapes. However, building arbitrary shapes using LEGO bricks with restrictive colors and sizes is not ...
    • Procedural Tree Modeling with Guiding Vectors 

      Xu, Ling; Mould, David (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We propose guiding vectors to augment graph-based tree synthesis, in which trees are collections of least-cost paths in a graph. Each node has an associated guiding vector; edges parallel to the guiding vector are cheap, ...
    • Projective Feature Learning for 3D Shapes with Multi-View Depth Images 

      Xie, Zhige; Xu, Kai; Shan, Wen; Liu, Ligang; Xiong, Yueshan; Huang, Hui (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Feature learning for 3D shapes is challenging due to the lack of natural paramterization for 3D surface models. We adopt the multi-view depth image representation and propose Multi-View Deep Extreme Learning Machine (MVD-ELM) ...
    • Quadratic Contact Energy Model for Multi-impact Simulation 

      Zhang, Tianxiang; Li, Sheng; Manocha, Dinesh; Wang, Guoping; Sun, Hanqiu (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Simultaneous multi-impact simulation is a challenging problem that frequently arises in physically-based modeling of rigid bodies. There are several physical criteria that should be satisfied for rigid body collision ...
    • Ray Specialized Contraction on Bounding Volume Hierarchies 

      Gu, Yan; He, Yong; Blelloch, Guy E. (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      In this paper we propose a simple but effective method to modify a BVH based on ray distribution for improved ray tracing performance. Our method starts with an initial BVH generated by any state-of-the-art offline algorithm. ...
    • Realtime Rendering Glossy to Glossy Reflections in Screen Space 

      Xu, Chao; Wang, Rui; Bao, Hujun (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method ...
    • Skeleton based Vertex Connection Resampling for Bidirectional Path Tracing 

      Noël, Laurent; Biri, Venceslas (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Bidirectional path tracing is known to perform poorly for the rendering of highly occluded scenes. Indeed, the connection strategy between light and eye subpaths does not take into account the visibility factor, presenting ...
    • A Suggestive Interface for Sketch-based Character Posing 

      Lv, Pei; Wang, Pengjie; Xu, Weiwei; Chai, Jinxiang; Zhang, Mingmin; Pan, Zhigeng; Xu, Mingliang (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a user-friendly suggestive interface for sketch-based character posing. Our interface provides suggestive information on the sketching canvas in succession by combining image retrieval technique with 3D character ...
    • TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds 

      Wang, Zhendong; Tang, Min; Tong, Ruofeng; Manocha, Dinesh (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on ...
    • Tone- and Feature-Aware Circular Scribble Art 

      Chiu, Chun-Chia; Lo, Yi-Hsiang; Lee, Ruen-Rone; Chu, Hung-Kuo (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Circular scribble art is a kind of line drawing where the seemingly random, noisy and shapeless circular scribbles at microscopic scale constitute astonishing grayscale images at macroscopic scale. Such a delicate skill ...
    • Towards Automatic Band-Limited Procedural Shaders 

      Dorn, Jonathan; Barnes, Connelly; Lawrence, Jason; Weimer, Westley (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Procedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing ...
    • Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination 

      Tokuyoshi, Yusuke (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high-frequency ...