EG 2016 - Posters
Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map
Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming
Rig-Space Motion Retargeting
Efficient Point based Global Illumination on Intel MIC Architecture
Efficient Voxel Marking for Hierarchical Volumetric Fusion
Interactive Additive Diffraction Synthesis
Acceptable System Latency for Gaze-Dependent Level of Detail Rendering
A Practical GPU-accelerated Method for the Simulation of Naval Objects on Irregular Waves
Physically-based Rendering of Highly Scattering Fluorescent Solutions using Path Tracing
Tonal Art Maps with Image Space Strokes
3D Modelling Framework: an Incremental Approach
Interactive Monte-Carlo Ray-Tracing Upsampling
Terracotta Reassembly from Fragments Based on Surface Ornamentation Adjacency Constraints
Real-Time Video Texture Synthesis for Multi-Frame Capsule Endoscopy Visualization
Transferring and Animating a non T-pose Model to a T-pose Model
Augmenting Physical Maps: an AR Platform for Geographical Information Visualization
Conversion of CAD Models to Loop Subdivision Surfaces
A 3D Morphable Model of the Eye Region
Skyglow: Towards a Night-time Illumination Model for Urban Environments
Tiled Depth of Field Splatting
No-infill 3D Printing
(The Eurographics Association, 2016)For night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present ...
(The Eurographics Association, 2016)We present the first 3D morphable model that includes the eyes, enabling gaze estimation and gaze re-targetting from a single image. Morphable face models are a powerful tool and are used for a range of tasks including ...
(The Eurographics Association, 2016)We propose a general framework for converting a CAD model, which is a collection of trimmed NURBS surfaces, to a single Loop subdivision surface. We first apply a Delaunay-based meshing method to generate a template mesh ...
(The Eurographics Association, 2016)We present a method to compute post-processing depth of field (DOF) that produces more accurate results than previous approaches. Our method is based on existing approaches, namely DOF rendering by splatting and fast, ...
(The Eurographics Association, 2016)This paper introduces a partition method for printing hollow objects without infill via Fused Deposition Modeling (FDM), which is one of the most widely used 3D-printing technology. We linked the partition problem to the ...
(The Eurographics Association, 2016)Non T-pose animation is a technique that attempts to generate natural transformations between any non T-pose skeletons to the neutral T-pose skeleton. It is not always easy to extract or embed a T-pose animation skeleton ...
(The Eurographics Association, 2016)Physical maps of a city or region are important pieces of geographical information for tourists and local citizens. Unfortunately the amount of information that can be presented on a piece of paper is limited. In order to ...
(The Eurographics Association, 2016)This paper introduces a method that enables the reassembly of fragments with incompleteness in fracture surfaces and break-curves. The incompleteness of the fracture surfaces and break-curves, both contribute to the failure ...
(The Eurographics Association, 2016)We propose a practical method to approximate global illumination at interactive framerates for dynamic scenes. We address multi-bounce, visibility-aware indirect lighting, for diffuse to moderately glossy materials, relying ...
(The Eurographics Association, 2016)We present a real-world application of real-time video texture synthesis for capsule endoscopy
(The Eurographics Association, 2016)This paper presents a framework for on-line incremental 3D modeling useful for human computer interaction or telepresence applications. We aim a free viewpoint approach based on user's realistic representation to simulate ...
(The Eurographics Association, 2016)This paper presents a hybrid hatching solution that uses robust and fast texture space hatching to gather stroke fragments, but fits stylized brush strokes over those fragments in image space. Thus we obtain a real-time ...
(The Eurographics Association, 2016)We introduce a physically-plausible Monte Carlo rendering technique that is capable of treating highly scattering participating media in the presence of fluorescent mixtures. Our model accounts for the actual intrinsic ...
(The Eurographics Association, 2016)Lens flare, comprising diffraction patterns of direct lights and ghosts of an aperture, is one of artistic artifacts in optical systems. The generation of far-field diffraction patterns has commonly used Fourier transform ...
(The Eurographics Association, 2016)Human visual system is unable to perceive all details in the entire field of view. High frequency features are noticeable only at a small angle of 1-2 degrees around the viewing direction. Therefore, it is a reasonable ...
(The Eurographics Association, 2016)This paper introduce a new method for real-time simulation of naval objects (such as vessels, ships, buoys and lifejackets) with six degrees of freedom on irregular waves. Thus method is based on hydrodynamic and hydrostatic ...
(The Eurographics Association, 2016)Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light ...
(The Eurographics Association, 2016)Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects ...
(The Eurographics Association, 2016)This paper presents a framework for transferring rig parameters from a source animation to a target model, allowing artists to further refine and adjust the animation. Most previous methods only transfer animations to ...
(The Eurographics Association, 2016)Point-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. The tree-cut computation is in general the most time consuming part of this algorithm, but it can be ...