Now showing items 1-20 of 45

    • Approximate Program Smoothing Using Mean-Variance Statistics, with Application to Procedural Shader Bandlimiting 

      Yang, Yuting; Barnes, Connelly (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We introduce a general method to approximate the convolution of a program with a Gaussian kernel. This results in the program being smoothed. Our compiler framework models intermediate values in the program as random ...
    • Aura Mesh: Motion Retargeting to Preserve the Spatial Relationships between Skinned Characters 

      Jin, Taeil; Kim, Meekyoung; Lee, Sung-Hee (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Applying motion-capture data to multi-person interaction between virtual characters is challenging because one needs to preserve the interaction semantics while also satisfying the general requirements of motion retargeting, ...
    • Controllable Dendritic Crystal Simulation Using Orientation Field 

      Ren, Bo; Huang, Jiahui; Lin, Ming C.; Hu, Shi-Min (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Real world dendritic growths show charming structures by their exquisite balance between the symmetry and randomness in the crystal formation. Other than the variety in the natural crystals, richer visual appearance of ...
    • Deep Joint Design of Color Filter Arrays and Demosaicing 

      Henz, Bernardo; Gastal, Eduardo S. L.; Oliveira, Manuel M. (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We present a convolutional neural network architecture for performing joint design of color filter array (CFA) patterns and demosaicing. Our generic model allows the training of CFAs of arbitrary sizes, optimizing each ...
    • Efficient BVH-based Collision Detection Scheme with Ordering and Restructuring 

      Wang, Xinlei; Tang, Min; Manocha, Dinesh; Tong, Ruofeng (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Bounding volume hierarchy (BVH) has been widely adopted as the acceleration structure in broad-phase collision detection. Previous state-of-the-art BVH-based collision detection approaches exploited the spatio-temporal ...
    • EUROGRAPHICS 2018: CGF 37-2 Frontmatter 

      Gutierrez, Diego; Sheffer, Alla (The Eurographics Association and John Wiley & Sons Ltd., 2018)
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    • Example-based Authoring of Procedural Modeling Programs with Structural and Continuous Variability 

      Ritchie, Daniel; Jobalia, Sarah; Thomas, Anna (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Procedural models are a powerful tool for quickly creating a variety of computer graphics content. However, authoring them is challenging, requiring both programming and artistic expertise. In this paper, we present a ...
    • ExpandNet: A Deep Convolutional Neural Network for High Dynamic Range Expansion from Low Dynamic Range Content 

      Marnerides, Demetris; Bashford-Rogers, Thomas; Hatchett, Jon; Debattista, Kurt (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      High dynamic range (HDR) imaging provides the capability of handling real world lighting as opposed to the traditional low dynamic range (LDR) which struggles to accurately represent images with higher dynamic range. ...
    • Extended Narrow Band FLIP for Liquid Simulations 

      Sato, Takahiro; Wojtan, Chris; Thuerey, Nils; Igarashi, Takeo; Ando, Ryoichi (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with grids. To improve performance, the subsequent narrow band FLIP method (NB-FLIP) uses a FLIP-based fluid simulation only ...
    • Fast Catmull-Rom Spline Interpolation for High-Quality Texture Sampling 

      Csébfalvi, Balázs (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      It is well known that cubic texture filtering can be efficiently implemented on the GPU by using a method published by Sigg and Hadwiger [SH05], which simplifies the evaluation to a linear combination of linear texture ...
    • Fast Fluid Simulations with Sparse Volumes on the GPU 

      Wu, Kui; Truong, Nghia; Yuksel, Cem; Hoetzlein, Rama (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We introduce efficient, large scale fluid simulation on GPU hardware using the fluid-implicit particle (FLIP) method over a sparse hierarchy of grids represented in NVIDIA R GVDB Voxels. Our approach handles tens of millions ...
    • Fast Penetration Volume for Rigid Bodies 

      Nirel, Dan; Lischinski, Dani (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Handling collisions among a large number of bodies can be a performance bottleneck in video games and many other real-time applications. We present a new framework for detecting and resolving collisions using the penetration ...
    • Feature Curve Co-Completion in Noisy Data 

      Gehre, Anne; Lim, Isaak; Kobbelt, Leif (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Feature curves on 3D shapes provide important hints about significant parts of the geometry and reveal their underlying structure. However, when we process real world data, automatically detected feature curves are affected ...
    • Flexible Live-Wire: Image Segmentation with Floating Anchors 

      Summa, Brian; Faraj, Noura; Licorish, Cody; Pascucci, Valerio (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We introduce Flexible Live-Wire, a generalization of the Live-Wire interactive segmentation technique with floating anchors. In our approach, the user input for Live-Wire is no longer limited to the setting of pixel-level ...
    • From Faces to Outdoor Light Probes 

      Calian, Dan A.; Lalonde, Jean-François; Gotardo, Paulo; Simon, Tomas; Matthews, Iain; Mitchell, Kenny (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Image-based lighting has allowed the creation of photo-realistic computer-generated content. However, it requires the accurate capture of the illumination conditions, a task neither easy nor intuitive, especially to the ...
    • GazeDirector: Fully Articulated Eye Gaze Redirection in Video 

      Wood, Erroll; Baltrušaitis, Tadas; Morency, Louis-Philippe; Robinson, Peter; Bulling, Andreas (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We present GazeDirector, a new approach for eye gaze redirection that uses model-fitting. Our method first tracks the eyes by fitting a multi-part eye region model to video frames using analysis-by-synthesis, thereby ...
    • Hair Modeling and Simulation by Style 

      Jung, Seunghwan; Lee, Sung-Hee (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      As the deformation behaviors of hair strands vary greatly depending on the hairstyle, the computational cost and accuracy of hair movement simulations can be significantly improved by applying simulation methods specific ...
    • Improved Functional Mappings via Product Preservation 

      Nogneng, Dorian; Melzi, Simone; Rodolà, Emanuele; Castellani, Umberto; Bronstein, Michael; Ovsjanikov, Maks (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      In this paper, we consider the problem of information transfer across shapes and propose an extension to the widely used functional map representation. Our main observation is that in addition to the vector space structure ...
    • Interactive Generation of Time-evolving, Snow-Covered Landscapes with Avalanches 

      Cordonnier, Guillaume; Ecormier, Pierre; Galin, Eric; Gain, James; Benes, Bedrich; Cani, Marie-Paule (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We introduce a novel method for interactive generation of visually consistent, snow-covered landscapes and provide control of their dynamic evolution over time. Our main contribution is the real-time phenomenological ...
    • MIQP-based Layout Design for Building Interiors 

      Wu, Wenming; Fan, Lubin; Liu, Ligang; Wonka, Peter (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      We propose a hierarchical framework for the generation of building interiors. Our solution is based on a mixed integer quadratic programming (MIQP) formulation. We parametrize a layout by polygons that are further decomposed ...