Now showing items 165-184 of 240

    • Quality Isosurface Mesh Generation Using an Extended Marching Cubes Lookup Table 

      Raman, Sundaresan; Wenger, Rephael (The Eurographics Association and Blackwell Publishing Ltd., 2008)
    • Ray Casting Algebraic Surfaces using the Frustum Form 

      Reimers, Martin; Seland, Johan (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We propose an algorithm for interactive ray-casting of algebraic surfaces of high degree. A key point of our approach is a polynomial form adapted to the view frustum. This so called frustum form yields simple expressions ...
    • Raycasting of Light Field Galleries from Volumetric Data 

      Rezk-Salama, Christof; Todt, Severin; Kolb, Andreas (The Eurographics Association and Blackwell Publishing Ltd., 2008)
      The paper describes a technique to generate high-quality light field representations from volumetric data. We show how light field galleries can be created to give unexperienced audiences access to interactive high-quality ...
    • Real-time Animation of Sand-Water Interaction 

      Rungjiratananon, Witawat; Szego, Zoltan; Kanamori, Yoshihiro; Nishita, Tomoyuki (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely been noticed despite their visual importance ...
    • Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers 

      Lee, Sungkil; Kim, Gerard Jounghyun; Choi, Seungmoon (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing ...
    • Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches 

      Dyken, C.; Reimers, M.; Seland, J. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth ...
    • Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights 

      Guerrero, P.; Jeschke, S.; Wimmer, M. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a set of tightly fitting spheres. In previous ...
    • Real-Time Rendering and Editing of Vector-based Terrains 

      Bruneton, Eric; Neyret, Fabrice (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landscape can be explored in real time at any ...
    • Real-time Shading with Filtered Importance Sampling 

      Kivanek, Jaroslav; Colbert, Mark (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral ...
    • Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling 

      Chang, Chih-Wen; Lin, Wen-Chieh; Ho, Tan-Chi; Huang, Tsung-Shian; Chuang, Jung-Hong (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a ...
    • Reconstructing 3D Shape, Albedo and Illumination from a Single Face Image 

      Wang, S. F.; Lai, S. H. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      The morphable model has been employed to efficiently describe 3D face shape and the associated albedo with a reduced set of basis vectors. The spherical harmonics (SH) model provides a compact basis to well approximate the ...
    • Reconstructing Animated Meshes from Time-Varying Point Clouds 

      Suessmuth, Jochen; Winter, Marco; Greiner, Guenther (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      In this paper, we describe a novel approach for the reconstruction of animated meshes from a series of time-deforming point clouds. Given a set of unordered point clouds that have been captured by a fast 3-D scanner, our ...
    • Reconstructing head models from photographs for individualized 3D-audio processing 

      Dellepiane, M.; Pietroni, N.; Tsingos, N.; Asselot, M.; Scopigno, R. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three-dimensional ...
    • Reduced Depth and Visual Hulls of Complex 3D Scenes 

      Bogomjakov, Alexander; Gotsman, Craig (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Depth and visual hulls are useful for quick reconstruction and rendering of a 3D object based on a number of reference views. However, for many scenes, especially multi-object, these hulls may contain significant artifacts ...
    • ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models 

      Lauterbach, Christian; Yoon, Sung-eui; Tang, Ming; Manocha, Dinesh (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decomposes the model into triangle strips. We ...
    • Render2MPEG: A Perception-based Framework Towards Integrating Rendering and Video Compression 

      Herzog, Robert; Kinuwaki, Shinichi; Myszkowski, Karol; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on-the-fly within a client-server platform. In such scenario, which may involve time-varying ...
    • Rendering Trees with Indirect Lighting in Real Time 

      Boulanger, K.; Bouatouch, K.; Pattanaik, S. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      High quality lighting is one of the challenges for interactive tree rendering. To this end, this paper presents a lighting model allowing real-time rendering of trees with convincing indirect lighting. Rather than defining ...
    • A Resolution Independent Approach for the Accurate Rendering of Grooved Surfaces 

      Bosch, C.; Pueyo, X.; Merillou, S.; Ghazanfarpour, D. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      This paper presents a method for the accurate rendering of path-based surface details such as grooves, scratches and similar features. The method is based on a continuous representation of the features in texture space, ...
    • Results of a User Study on 2D Hurricane Visualization 

      Martin, Joel P.; II, J. Edward Swan; II, Robert J. Moorhead; Liu, Zhanping; Cai, Shangshu (The Eurographics Association and Blackwell Publishing Ltd., 2008)
      We present the results from a user study looking at the ability of observers to mentally integrate wind direction and magnitude over a vector field. The data set chosen for the study is an MM5 (PSU/NCAR Mesoscale Model) ...
    • Robust and Efficient Wave Simulations on Deforming Meshes 

      Angst, Roland; Thuerey, Nils; Botsch, Mario; Gross, Markus (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly ...