Now showing items 21-37 of 37

    • Competitive Runtime Performance for Inverse Kinematics Algorithms using Conformal Geometric Algebra 

      Hildenbrand, Dietmar; Fontijne, Daniel; Wang, Yusheng; Alexa, Marc; Dorst, Leo (The Eurographics Association, 2006)
      Conformal geometric algebra is a powerful tool to find geometrically intuitive solutions. We present an approach for the combination of compact and elegant algorithms with the generation of very efficient code based on two ...
    • Two Layer Image Tile Mosaics 

      Kang, Dongwann; Park, Young-Sup; Seo, Sang-Hyun; Yoon, Kyung-Hyun (The Eurographics Association, 2006)
      This study proposes a method of Two Layer Image Tile Mosaics to preserve detailed depiction of the source image. This method is composed of following three stages. First of all, the upper layer tile is located through a ...
    • High Quality Shadows for Real-Time Crowds 

      Ryder, G.; Day, A. M. (The Eurographics Association, 2006)
      Real-time shadowed crowds, especially under locally lit environments, pose several distinct challenges. Current solutions for crowds are either very simplistic for multiple lights or only handle a single directional light ...
    • Automatic Depth-Map Colorization 

      Hassner, T.; Basri, R. (The Eurographics Association, 2006)
      We present a system for automatically generating custom, structured image-maps for input depth-maps. Our system thus allows quick fitting of masses of objects with tailor-made image-maps. Given a depth-map of a novel 3D ...
    • Toward the Light Field Display: Autostereoscopic Rendering via a Cluster of Projectors 

      Yang, Ruigang; Huang, Xinyu; Li, Sifang; Jaynes, Christopher (The Eurographics Association, 2006)
      Ultimately, a display device should be capable of reproducing the visual effects that are produced by reality. In this paper we introduce an autostereoscopic display that uses a scalable array of digital light projectors ...
    • Exploring Flow Fields with GPU-Based Stream Tracers in Virtual Environments 

      Schirski, Marc; Bischof, Christian; Kuhlen, Torsten (The Eurographics Association, 2006)
      In this paper we present an immersive visualization approach for the intuitive exploration of flow fields, which operates entirely within the graphics subsystem. We augment particle data with a brief history of their recent ...
    • Simulating Drilling on Tetrahedral Meshes 

      Turini, G.; Ganovelli, F.; Montani, C. (The Eurographics Association, 2006)
      Bone drilling is a fundamental task in several surgical procedures, including mastoidectomy, cochlear implantation, orbital surgery. It consists in eroding the part of the bone in contact with the tip of the surgical tool ...
    • Shape From Silhouette: Towards a Solution for Partial Visibility Problem 

      Michoud, B.; Guillou, E.; Bouakaz, S. (The Eurographics Association, 2006)
      Acquiring human shape is a prerequisite to many applications in augmented and virtual reality, as well as in computer graphics and animation. The acquisition of a real person must be precise enough to have the best possible ...
    • GPU-Based Hierarchical Texture Decompression 

      Stachera, J.; Rokita, P. (The Eurographics Association, 2006)
      We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterized by low computational complexity, random access and hierarchical structure which allow us to ...
    • Real-time Soft Shadows with Shadow Accumulation 

      Aszódi, Barnabás; Szirmay-Kalos, László (The Eurographics Association, 2006)
      This paper presents a physically plausible soft-shadow algorithm that can be executed real-time by current GPUs. The method works with a single shadow map, requires no pre- or post-processing, and can also handle self ...
    • Modeling Real-time Rendering 

      Wong, Chee-Kien Gabriyel; Wang, Jianliang (The Eurographics Association, 2006)
      The real-time rendering process is well known to be extremely dynamic and complex. This paper presents a novel approach to modeling this process via the system identification methodology. Given the process s dynamic nature ...
    • Evaluation of Different Diffuse Surface Reflection Models for Global Illumination 

      Diepstraten, Joachim; Borgo, Rita (The Eurographics Association, 2006)
      One common goal nearly all global illumination algorithms aim for is solving the light transport problem. The most visual noticeable one in the general case is the diffuse-diffuse light transport between surfaces. Most ...
    • Enhanced Cartoon and Comic Rendering 

      Spindler, Martin; Röber, Niklas; Döhring, Robert; Masuch, Maic (The Eurographics Association, 2006)
      In this work we present an extension to common cel shading techniques, and describe four new cartoon-like rendering styles applicable for real-time implementations: stylistic shadows, double contour lines, soft cel shading, ...
    • A Perceptual Approach to Texture Scaling based on Human Computer Interaction 

      Cheng, Irene; Bischof, Walter (The Eurographics Association, 2006)
      The trade-off between texture quality and data size is often an important factor for online multimedia applications including 3D games, virtual reality, as well as for applications designed for portable devices. Although ...
    • Rapid Modeling of Complex Building Façades 

      Finkenzeller, D.; Schmitt, A. (The Eurographics Association, 2006)
      Architectural settings occur in many virtual environments. Modeling such highly detailed structures manually is a time-consuming and tedious task. Therefore we propose a system for the rapid modeling of building façades. ...
    • HOPI: A Novel High Order Parametric Interpolation in 2D 

      Xu, Jia; Huang, Zhiyong (The Eurographics Association, 2006)
      This paper presents a novel smooth and convergent high order parametric interpolation method called HOPI with a formal treatment. It employs high order derivatives information and provides more freedom on control of curves. ...
    • Clothing the Masses: Real-Time Clothed Crowds With Variation 

      Dobbyn, S.; McDonnell, R.; Kavan, L.; Collins, S.; O'Sullivan, C. (The Eurographics Association, 2006)
      The animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to real-time ...