EG 2017 - Full Papers - CGF 36-Issue 2
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Art, Design, and Sketching
Computational Light Painting Using a Virtual Exposure
Monte Carlo
Unbiased Light Transport Estimators for Inhomogeneous Participating Media
Multiple Vertex Next Event Estimation for Lighting in dense, forward-scattering Media
Gradient-Domain Photon Density Estimation
Procedural and Interactive Nature
Design Transformations for Rule-based Procedural Modeling
Interactive Modeling and Authoring of Climbing Plants
EcoBrush: Interactive Control of Visually Consistent Large-Scale Ecosystems
Rigging, Tearing, and Faces
Enriching Facial Blendshape Rigs with Physical Simulation
Sparse Rig Parameter Optimization for Character Animation
Interactive Paper Tearing
Sample, Paint, and Visualize
General Point Sampling with Adaptive Density and Correlations
Morphing and Interaction
Character-Object Interaction Retrieval Using the Interaction Bisector Surface
kDet: Parallel Constant Time Collision Detection for Polygonal Objects
Flowing Visualization
Flow-Induced Inertial Steady Vector Field Topology
Decoupled Opacity Optimization for Points, Lines and Surfaces
Geometry Processing
Diffusion Diagrams: Voronoi Cells and Centroids from Diffusion
Textures
Texture Stationarization: Turning Photos into Tileable Textures
A Subjective Evaluation of Texture Synthesis Methods
Analysis and Controlled Synthesis of Inhomogeneous Textures
Procedural
ShapeGenetics: Using Genetic Algorithms for Procedural Modeling
On Realism of Architectural Procedural Models
Animation 1
Geometric Stiffness for Real-time Constrained Multibody Dynamics
Shape Matching
Fully Spectral Partial Shape Matching
Informative Descriptor Preservation via Commutativity for Shape Matching
Physics in Animation
DeepGarment: 3D Garment Shape Estimation from a Single Image
Simulation-Ready Hair Capture
Capturing Faces
Multi-View Stereo on Consistent Face Topology
Makeup Lamps: Live Augmentation of Human Faces via Projection
Real-Time Multi-View Facial Capture with Synthetic Training
Animation 2
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs
Reconstruct, Learn, and Transport Geometry
Learning Detail Transfer based on Geometric Features
Chamber Recognition in Cave Data Sets
Camera: Depth to Motion, Lens and Filters
Performance-Based Biped Control using a Consumer Depth Camera
Consistent Video Filtering for Camera Arrays
Apparent Materials
Practical Capture and Reproduction of Phosphorescent Appearance
STD: Student's t-Distribution of Slopes for Microfacet Based BSDFs
Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets
Spatial Adjacency Maps for Translucency Simulation under General Illumination
Focus and Virtual Environments
Zooming on all Actors: Automatic Focus+Context Split Screen Video Generation
Flicker Observer Effect: Guiding Attention Through High Frequency Flicker in Images
GPU and Data Structures
GPU Ray Tracing using Irregular Grids
Parallel BVH Construction using Progressive Hierarchical Refinement
A GPU-Adapted Structure for Unstructured Grids
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