Now showing items 1-15 of 15

    • Real Numbers, Real Images 

      Ward, Greg (Eurographics Association, 2003)
      This tutorial develops the thesis that the real world is best represented by real numbers, which are approximated by floating point values in the computer. As the floating point unit (FPU) continues to accelerate, outpacing ...
    • Efficient Monte Carlo and Quasi-Monte Carlo Rendering Techniques 

      Keller, Alexander; Kollig, Thomas; Sbert, Mateu; Szirmay-Kalos, Laszlo (Eurographics Association, 2003)
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    • Alternative Augmented Reality Approaches: Concepts, Techniques, and Applications 

      Bimber, Oliver; Raskar, Ramesh (Eurographics Association, 2003)
      In this tutorial we discuss application specific alternative augmented reality (AR) approaches –such as Virtual Showcases and Shader Lamps– that focus on overcoming some of the limitations linked to conventional AR displays. ...
    • Photorealistic Augmented Reality 

      Gibson, Simon; Chalmers, Alan (Eurographics Association, 2003)
      Augmenting real-world images with synthetic objects is becoming of increasing importance in both research and commercial applications, and encompasses aspects of fields such as mobile camera and display technology, computer ...
    • Point-Based Computer Graphics 

      Alexa, Marc; Dachsbacher, Carsten; Gross, Markus; Pauly, Mark; van Baar, Jeroen; Zwicker, Matthias (Eurographics Association, 2003)
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    • Non-Photorealistic Rendering 

      Eißele, Mike (Eurographics Association, 2003)
      • Focus of this talk – Silhouette rendering – Cartoon shading – Hatching – Charcoal rendering – Image-space filter operations – Dither screens
    • Hardware-Based Volume Ray Casting 

      Weiler, Manfred (Eurographics Association, 2003)
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    • Building Large Area Multi-Projector Displays 

      Brown, Michael S.; Majumder, Aditi (Eurographics Association, 2003)
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    • Advanced Shading Techniques 

      Diepstraten, Joachim (Eurographics Association, 2003)
      Focus of this talk: • Per-pixel point light Blinn-Phong lighting • Per-pixel realistic metal-BRDF • Per-pixel anisotropic lighting • Procedural textures • Different reflection/environment mapping techniques • “Faked“ translucency
    • High-Level Shading Languages 

      Weiskopf, Daniel (Eurographics Association, 2003)
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    • Low-Level Pixel Programming 

      Kraus, Martin (Eurographics Association, 2003)
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    • Flow Visualization by Texture Advection 

      Weiskopf, Daniel (Eurographics Association, 2003)
      • Vector field visualization: indirectly by tracing particles • Issues: – Seed point positioning – Dense vs. sparse representation – Steady vs. unsteady flow fields – Visualization speed
    • Low-Level Vertex Programming 

      Kraus, Martin (Eurographics Association, 2003)
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    • Programming Graphics Hardware 

      Ertl, Thomas (Eurographics Association, 2003)
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    • Facial Modeling and Animation 

      Haber, Jörg; Terzopoulos, Demetri; Magnenat-Thalmann, Nadia; Blanz, Volker (Eurographics Association, 2003)
      In this tutorial we present an overview of the concepts and current techniques that have been developed to model and animate human faces. We introduce the research area of facial modeling and animation by its history and ...