Now showing items 1-20 of 37

    • 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 ...
    • Connectivity-Aware Sectional Visualization of 3D DTI Volumes using Perceptual Flat-Torus Coloring and Edge Rendering 

      Demiralp, Çagatay; Zhang, Song; Tate, David F.; Correia, Stephen; Laidlaw, David H. (The Eurographics Association, 2006)
      We present two new methods for visualizing cross-sections of 3D diffusion tensor magnetic resonance imaging (DTI) volumes. For each of the methods we show examples of visualizations of the corpus callosum in the midsagittal ...
    • m-LOMA - a Mobile 3D Portal to Location-based Information 

      Nurminen, Antti (The Eurographics Association, 2006)
      We present a novel application, a mobile 3D city map, with a capability to render dozens of textured buildings at interactive rates in desktop machines, PDA devices and mart phones. The system allows annotation of the ...
    • SpringLens Distributed Nonlinear Magnifications 

      Germer, T.; Götzelmann, T.; Spindler, M.; Strothotte, Th. (The Eurographics Association, 2006)
      We present a flexible, distributed and effective technique to model custom distortions of images. The main idea is to use a mass-spring model to create a flexible surface and to create distortions by changing the rest-lengths. ...
    • 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 ...
    • Virtual See-through Displays: Interactive Visualization Method in Ubiquitous Computing Environments 

      Shin, Seonhyung; Lee, Gun A.; Yang, Ungyeon; Son, Wookho (The Eurographics Association, 2006)
      Cooperation between multiple information devices is necessary in ubiquitous computing environments. Consequently, visual display interfaces also need to cooperate with each other to help users to understand virtual information ...
    • 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, ...
    • 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 ...
    • 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 ...
    • Fast Skeletal Animation by skinned Arc-Spline based Deformation 

      Forstmann, Sven; Ohya, Jun (The Eurographics Association, 2006)
      Presented is a novel skeletal animation system for providing high quality geometric deformations in real-time. Each bone of the skeleton is therefore represented by a spline, rather than using conventional matrix rotation. ...
    • Preface and Table of Contents 

      - (The Eurographics Association, 2006)
      Preface and Table of Contents
    • Similar Motion Retrieval for Dynamic 3D Mesh Based on Modified Shape Distributions 

      Yamasaki, T.; Aizawa, K. (The Eurographics Association, 2006)
      A similar motion search and retrieval system for dynamic 3D mesh is presented based on a modified shape distribution algorithm. In this paper, three fundamental functions for efficient retrieval have been developed: feature ...
    • Multiresolution GPU Mesh Painting 

      Ritschel, Tobias; Botsch, Mario; Müller, Stefan (The Eurographics Association, 2006)
      Mesh painting is a well accepted and very intuitive metaphor for adding high-resolution detail to a given 3D model: Using a brush interface, the designer simply paints fine-scale texture or geometry information onto the ...
    • Fast and Realistic Display of Clouds Using a Recording Matrix 

      Wu, Y.; Allgöwer, B.; Nüesch, D. (The Eurographics Association, 2006)
      For volumetric cloud models, traditional ray tracing methods and graphics hardware acceleration methods can result in photorealistic images, but with considerably expensive costs. Hence, real-time rendering can be achieved ...
    • Solving Local Reflections: a Direct Methodology 

      Jeremias, P.; Chavarria, O.; Garcia, O.; Carrillo, X.; Cuñado, A. (The Eurographics Association, 2006)
      Reflection and refraction are key processes intended for realism within simulation platforms. There are several parameters related to those techniques whose values have been traditionally selected by using subjective ...
    • 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 Reflection using Ray Tracing with Geometry Field 

      Li, Shengying; Fan, Zhe; Yin, Xiaotian; Mueller, Klaus; Kaufman, Arie E.; Gu, Xianfeng (The Eurographics Association, 2006)
      A novel method for accurate reflections in real time is introduced using ray tracing in geometry fields, which combine light fields with geometry images. The geometry field of a surface is defined ray space, mapping a ray ...
    • 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 ...
    • 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 ...
    • Dynamic Anisotropic Occlusion 

      Gong, Yi; Zhang, Yubo; Chen, Wei; Peng, Qunsheng (The Eurographics Association, 2006)
      We present a new real-time shadow rendering approach whose kernel is a hierarchical disk-based approximation to the scene geometry. We show that this approximated representation greatly accelerates the visibility inquiry, ...