Now showing items 7-26 of 49

    • Building Construction Sets by Tiling Grammar Simplification 

      Kalojanov, Javor; Wand, Michael; Slusallek, Philipp (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      This paper poses the problem of fabricating physical construction sets from example geometry: A construction set provides a small number of different types of building blocks from which the example model as well as many ...
    • Buoyancy Optimization for Computational Fabrication 

      Wang, Lingfeng; Whiting, Emily (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      This paper introduces a design and fabrication pipeline for creating floating forms. Our method optimizes for buoyant equilibrium and stability of complex 3D shapes, applying a voxel-carving technique to control the mass ...
    • CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation 

      Tang, Min; Wang, Huamin; Tang, Le; Tong, Ruofeng; Manocha, Dinesh (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a novel GPU-based approach to robustly and efficiently simulate high-resolution and complexly layered cloth. The key component of our formulation is a parallelized matrix assembly algorithm that can quickly build ...
    • Character Contact Re-positioning Under Large Environment Deformation 

      Tonneau, Steve; Al-Ashqar, Rami Ali; Pettré, Julien; Komura, Taku; Mansard, Nicolas (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Character animation based on motion capture provides intrinsically plausible results, but lacks the flexibility of procedural methods. Motion editing methods partially address this limitation by adapting the animation to ...
    • Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows 

      Scandolo, Leonardo; Bauszat, Pablo; Eisemann, Elmar (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional ...
    • Convolutional Sparse Coding for High Dynamic Range Imaging 

      Serrano, Ana; Heide, Felix; Gutierrez, Diego; Wetzstein, Gordon; Masia, Belen (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Current HDR acquisition techniques are based on either (i) fusing multibracketed, low dynamic range (LDR) images, (ii) modifying existing hardware and capturing different exposures simultaneously with multiple sensors, or ...
    • Data-guided Model Predictive Control Based on Smoothed Contact Dynamics 

      Han, Daseong; Eom, Haegwang; Noh, Junyong; Shin, Joseph S. (formerly Sung Yong) (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      In this paper, we propose an efficient data-guided method based on Model Predictive Control (MPC) to synthesize a full-body motion. Guided by a reference motion, our method repeatedly plans the full-body motion to produce ...
    • DeepProp: Extracting Deep Features from a Single Image for Edit Propagation 

      Endo, Yuki; Iizuka, Satoshi; Kanamori, Yoshihiro; Mitani, Jun (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Edit propagation is a technique that can propagate various image edits (e.g., colorization and recoloring) performed via user strokes to the entire image based on similarity of image features. In most previous work, users ...
    • Dexterous Manipulation of Cloth 

      Bai, Yunfei; Yu, Wenhao; Liu, C. Karen (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      This paper introduces a new technique to synthesize dexterous manipulation of cloth. Given a simple description of the desired cloth motion, our algorithm computes appropriate joint torques for physically simulated hands, ...
    • Effect of Low-level Visual Details in Perception of Deformation 

      Han, Donghui; Keyser, John (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We quantitatively measure how different low-level visual details can influence people's perceived stiffness of a deformable sphere under physically based simulation. The result can be used to create a metric for artists ...
    • EUROGRAPHICS 2016: CGF 35-2 Frontmatter 

      Joaquim Jorge; Ming Lin (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    • Fast and Robust Inversion-Free Shape Manipulation 

      Liu, Tiantian; Gao, Ming; Zhu, Lifeng; Sifakis, Eftychios; Kavan, Ladislav (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a shape manipulation technique capable of producing deformations of 2D and 3D meshes, guaranteeing that no elements will be inverted. We achieve this by augmenting the quadratic ex-rotated elastic energy with ...
    • General Projective Maps for Multidimensional Data Projection 

      Lehmann, Dirk J.; Theisel, Holger (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      To project high-dimensional data to a 2D domain, there are two well-established classes of approaches: RadViz and Star Coordinates. Both are well-explored in terms of accuracy, completeness, distortions, and interaction ...
    • Generalized As-Similar-As-Possible Warping with Applications in Digital Photography 

      Chen, Renjie; Gotsman, Craig (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Discrete conformal mappings of planar triangle meshes, also known as the As-Similar-As-Possible (ASAP) mapping, involve the minimization of a quadratic energy function, thus are very easy to generate and are popular in ...
    • Generalized Diffusion Curves: An Improved Vector Representation for Smooth-Shaded Images 

      Jeschke, Stefan (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      This paper generalizes the well-known Diffusion Curves Images (DCI), which are composed of a set of Bezier curves with colors specified on either side. These colors are diffused as Laplace functions over the image domain, ...
    • Geometric Flows of Curves in Shape Space for Processing Motion of Deformable Objects 

      Brandt, Christopher; Tycowicz, Christoph von; Hildebrandt, Klaus (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We introduce techniques for the processing of motion and animations of non-rigid shapes. The idea is to regard animations of deformable objects as curves in shape space. Then, we use the geometric structure on shape space ...
    • Geometry and Attribute Compression for Voxel Scenes 

      Dado, Bas; Kol, Timothy R.; Bauszat, Pablo; Thiery, Jean-Marc; Eisemann, Elmar (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of ...
    • Improved Surface Quality in 3D Printing by Optimizing the Printing Direction 

      Wang, Weiming; Zanni, Cédric; Kobbelt, Leif (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a pipeline of algorithms that decomposes a given polygon model into parts such that each part can be 3D printed with high (outer) surface quality. For this we exploit the fact that most 3D printing technologies ...
    • Inertial Steady 2D Vector Field Topology 

      Günther, Tobias; Theisel, Holger (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Vector field topology is a powerful and matured tool for the study of the asymptotic behavior of tracer particles in steady flows. Yet, it does not capture the behavior of finite-sized particles, because they develop inertia ...
    • Interactive Videos: Plausible Video Editing using Sparse Structure Points 

      Chang, Chia-Sheng; Chu, Hung-Kuo; Mitra, Niloy J. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Video remains the method of choice for capturing temporal events. However, without access to the underlying 3D scene models, it remains difficult to make object level edits in a single video or across multiple videos. While ...