EG 2017 - Full Papers - CGF 36-Issue 2
Permanent URI for this collection
Art, Design, and Sketching
Computational Light Painting Using a Virtual Exposure
[full
paper ] [meta data ]
Monte Carlo
Unbiased Light Transport Estimators for Inhomogeneous Participating Media
[full
paper ] [meta data ]
Multiple Vertex Next Event Estimation for Lighting in dense, forward-scattering Media
[full
paper ] [meta data ]
Gradient-Domain Photon Density Estimation
[full
paper ] [meta data ]
Procedural and Interactive Nature
Design Transformations for Rule-based Procedural Modeling
[full
paper ] [meta data ]
Interactive Modeling and Authoring of Climbing Plants
[full
paper ] [meta data ]
EcoBrush: Interactive Control of Visually Consistent Large-Scale Ecosystems
[full
paper ] [meta data ]
Rigging, Tearing, and Faces
Enriching Facial Blendshape Rigs with Physical Simulation
[full
paper ] [meta data ]
Sparse Rig Parameter Optimization for Character Animation
[full
paper ] [meta data ]
Interactive Paper Tearing
[full
paper ] [meta data ]
Sample, Paint, and Visualize
General Point Sampling with Adaptive Density and Correlations
[full
paper ] [meta data ]
Morphing and Interaction
Character-Object Interaction Retrieval Using the Interaction Bisector Surface
[full
paper ] [meta data ]
kDet: Parallel Constant Time Collision Detection for Polygonal Objects
[full
paper ] [meta data ]
Flowing Visualization
Flow-Induced Inertial Steady Vector Field Topology
[full
paper ] [meta data ]
Decoupled Opacity Optimization for Points, Lines and Surfaces
[full
paper ] [meta data ]
Geometry Processing
Diffusion Diagrams: Voronoi Cells and Centroids from Diffusion
[full
paper ] [meta data ]
Textures
Texture Stationarization: Turning Photos into Tileable Textures
[full
paper ] [meta data ]
A Subjective Evaluation of Texture Synthesis Methods
[full
paper ] [meta data ]
Analysis and Controlled Synthesis of Inhomogeneous Textures
[full
paper ] [meta data ]
Procedural
ShapeGenetics: Using Genetic Algorithms for Procedural Modeling
[full
paper ] [meta data ]
On Realism of Architectural Procedural Models
[full
paper ] [meta data ]
Animation 1
Geometric Stiffness for Real-time Constrained Multibody Dynamics
[full
paper ] [meta data ]
Shape Matching
Fully Spectral Partial Shape Matching
[full
paper ] [meta data ]
Informative Descriptor Preservation via Commutativity for Shape Matching
[full
paper ] [meta data ]
Physics in Animation
DeepGarment: 3D Garment Shape Estimation from a Single Image
[full
paper ] [meta data ]
Simulation-Ready Hair Capture
[full
paper ] [meta data ]
Capturing Faces
Multi-View Stereo on Consistent Face Topology
[full
paper ] [meta data ]
Makeup Lamps: Live Augmentation of Human Faces via Projection
[full
paper ] [meta data ]
Real-Time Multi-View Facial Capture with Synthetic Training
[full
paper ] [meta data ]
Animation 2
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
[full
paper ] [meta data ]
Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs
[full
paper ] [meta data ]
Reconstruct, Learn, and Transport Geometry
Learning Detail Transfer based on Geometric Features
[full
paper ] [meta data ]
Chamber Recognition in Cave Data Sets
[full
paper ] [meta data ]
Camera: Depth to Motion, Lens and Filters
Performance-Based Biped Control using a Consumer Depth Camera
[full
paper ] [meta data ]
Consistent Video Filtering for Camera Arrays
[full
paper ] [meta data ]
Apparent Materials
Practical Capture and Reproduction of Phosphorescent Appearance
[full
paper ] [meta data ]
STD: Student's t-Distribution of Slopes for Microfacet Based BSDFs
[full
paper ] [meta data ]
Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets
[full
paper ] [meta data ]
Spatial Adjacency Maps for Translucency Simulation under General Illumination
[full
paper ] [meta data ]
Focus and Virtual Environments
Zooming on all Actors: Automatic Focus+Context Split Screen Video Generation
[full
paper ] [meta data ]
Flicker Observer Effect: Guiding Attention Through High Frequency Flicker in Images
[full
paper ] [meta data ]
GPU and Data Structures
GPU Ray Tracing using Irregular Grids
[full
paper ] [meta data ]
Parallel BVH Construction using Progressive Hierarchical Refinement
[full
paper ] [meta data ]
A GPU-Adapted Structure for Unstructured Grids
[full
paper ] [meta data ]
Browse
Recent Submissions
No items to show