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  • Recognition‐Difficulty‐Aware Hidden Images Based on Clue‐Map 

    Zhao, Yandan; Du, Hui; Jin, Xiaogang (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Hidden images contain one or several concealed foregrounds which can be recognized with the assistance of clues preserved by artists. Experienced artists are trained for years to be skilled enough to find appropriate hidden ...
  • Visualizing Waypoints‐Constrained Origin‐Destination Patterns for Massive Transportation Data 

    Zeng, W.; Fu, C.‐W.; Müller Arisona, S.; Erath, A.; Qu, H. (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Origin‐destination (OD) pattern is a highly useful means for transportation research since it summarizes urban dynamics and human mobility. However, existing visual analytics are insufficient for certain OD analytical tasks ...
  • Memory‐Efficient Interactive Online Reconstruction From Depth Image Streams 

    Reichl, F.; Weiss, J.; Westermann, R. (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We describe how the pipeline for 3D online reconstruction using commodity depth and image scanning hardware can be made scalable for large spatial extents and high scanning resolutions. Our modified pipeline requires less ...
  • Reviewers 

    Chen, Min and Zhang, Hao (Richard) (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
  • Performance Comparison of Bounding Volume Hierarchies and Kd‐Trees for GPU Ray Tracing 

    Vinkler, Marek; Havran, Vlastimil; Bittner, Jiří (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We present a performance comparison of bounding volume hierarchies and kd‐trees for ray tracing on many‐core architectures (GPUs). The comparison is focused on rendering times and traversal characteristics on the GPU using ...
  • A Survey of Real‐Time Crowd Rendering 

    Beacco, A.; Pelechano, N.; Andújar, C. (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    In this survey we review, classify and compare existing approaches for real‐time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze ...
  • A Virtual Director Using Hidden Markov Models 

    Merabti, B.; Christie, M.; Bouatouch, K. (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Automatically computing a cinematographic consistent sequence of shots over a set of actions occurring in a 3D world is a complex task which requires not only the computation of appropriate shots (viewpoints) and appropriate ...
  • Reducing Lateral Visual Biases in Displays 

    Huberman, Inbar; Fattal, Raanan (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    The human visual system is composed of multiple physiological components that apply multiple mechanisms in order to cope with the rich visual content it encounters. The complexity of this system leads to non‐trivial relations ...
  • A Procedural Approach to Modelling Virtual Climbing Plants With Tendrils 

    Wong, Sai‐Keung; Chen, Kai‐Chun (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Climbing plants with tendrils show search and coiling behaviour. A tendril searches for a host object and then twines around it. Subsequently, the tendril coils to pull the main stem of the climbing plant close to the host ...
  • Issue Information 

    Chen, Min and Zhang, Hao (Richard) (© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)
  • A Multilevel SPH Solver with Unified Solid Boundary Handling 

    Takahashi, Tetsuya; Lin, Ming C. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We propose a geometric multilevel solver for efficiently solving linear systems arising from particle-based methods. To apply this method to particle systems, we construct the hierarchy, establish the correspondence between ...
  • Visual Contrast Sensitivity and Discrimination for 3D Meshes and their Applications 

    Nader, Georges; Wang, Kai; Hétroy-Wheeler, Franck; Dupont, Florent (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    In this paper, we first introduce an algorithm for estimating the visual contrast on a 3D mesh. We then perform a series of psychophysical experiments to study the effects of contrast sensitivity and contrast discrimination ...
  • Harmonic Functions for Rotational Symmetry Vector Fields 

    Shen, Zhongwei; Fang, Xianzhong; Liu, Xinguo; Bao, Hujun; Huang, Jin (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Representing rotational symmetry vector as a set of vectors is not suitable for design due to lacking of a consistent ordering for measurement. In this paper we introduce a spectral method to find rotation invariant harmonic ...
  • Tracing Field-Coherent Quad Layouts 

    Pietroni, Nico; Puppo, Enrico; Marcias, Giorgio; Scopigno, Roberto; Cignoni, Paolo (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. The method works directly on a triangle mesh without requiring any ...
  • Progressive Compression of Arbitrary Textured Meshes 

    Caillaud, Florian; Vidal, Vincent; Dupont, Florent; Lavoué, Guillaume (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    In this paper, we present a progressive compression algorithm for textured surface meshes, which is able to handle polygonal non-manifold meshes as well as discontinuities in the texture mapping. Our method applies iterative ...
  • Reduced Aggregate Scattering Operators for Path Tracing 

    Blumer, Adrian; Novák, Jan; Habel, Ralf; Nowrouzezahrai, Derek; Jarosz, Wojciech (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Aggregate scattering operators (ASOs) describe the overall scattering behavior of an asset (i.e., an object or volume, or collection thereof) accounting for all orders of its internal scattering. We propose a practical way ...
  • Variance Analysis of Multi-sample and One-sample Multiple Importance Sampling 

    Sbert, Mateu; Havran, Vlastimil; Szirmay-Kalos, Laszlo (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We reexamine in this paper the variance for the Multiple Importance Sampling (MIS) estimator for multi-sample and onesample model. As a result of our analysis we can obtain the optimal estimator for the multi-sample model ...
  • Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects 

    Widmer, Sven; Wodniok, Dominik; Thul, Daniel; Guthe, Stefan; Goesele, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the ...
  • An Error Estimation Framework for Many-Light Rendering 

    Nabata, Kosuke; Iwasaki, Kei; Dobashi, Yoshinori; Nishita, Tomoyuki (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    The popularity of many-light rendering, which converts complex global illumination computations into a simple sum of the illumination from virtual point lights (VPLs), for predictive rendering has increased in recent years. ...
  • Physically Based Video Editing 

    Bazin, Jean-Charles; Plüss (Kuster), Claudia; Yu, Guo; Martin, Tobias; Jacobson, Alec; Gross, Markus (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    Convincing manipulation of objects in live action videos is a difficult and often tedious task. Skilled video editors achieve this with the help of modern professional tools, but complex motions might still lack physical ...

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