Now showing items 11-17 of 17

    • Optimized Sampling for View Interpolation in Light Fields with Overlapping Patches 

      Schedl, David C.; Bimber, Oliver (The Eurographics Association, 2018)
      Optimized sampling masks that reduce the complexity of camera arrays while preserving the quality of light fields captured at high directional sampling resolution are presented. We propose a new quality metric that is based ...
    • A Preliminary Investigation into the Impact of Training for Example-Based Facial Blendshape Creation 

      Carrigan, Emma; Hoyet, Ludovic; McDonnell, Rachel; Avril, Quentin (The Eurographics Association, 2018)
      Our work is a perceptual study into the effects of training poses on the Example-Based Facial Rigging (EBFR) method. We analyse the output of EBFR given a set of training poses to see how well the results reproduced our ...
    • Raw Point Cloud Deferred Shading Through Screen Space Pyramidal Operators 

      Bouchiba, Hassan; Deschaud, Jean-Emmanuel; Goulette, François (The Eurographics Association, 2018)
      We present a novel real-time raw point cloud rendering algorithm based on efficient screen-space pyramidal operators. Our method is based on a pyramidal occlusion-based hidden point removal operator followed by a pyramidal ...
    • Reduction of CPU-GPU Synchronization Overhead for Accelerating Implicit Clothing Simulator 

      Lee, Sangbin; Ryu, Donghan; Ko, Hyeong-Seok (The Eurographics Association, 2018)
      When trying to make the conjugate gradient (CG) method exploit GPU technology, this paper notes that the communication between CPU and GPU to transfer the residual value and waiting for the CPU's decision whether to continue ...
    • Rigid Body Joints in Real-Time Unified Particle Physics 

      Lovrovic, Bojan; Mihajlovic, Zeljka (The Eurographics Association, 2018)
      In this paper, we propose a physically-based method for a rigid body joint simulation. The proposed solution is based on the unified particle physics engine, a simulator that uses only particles for all the dynamic bodies. ...
    • Smooth Blended Subdivision Shading 

      Bakker, Jelle; Barendrecht, Pieter J.; Kosinka, Jiri (The Eurographics Association, 2018)
      The concept known as subdivision shading aims at improving the shading of subdivision surfaces. It is based on the subdivision of normal vectors associated with the control net of the surface. By either using the resulting ...
    • Time-Reversed Art Directable Smoke Simulation 

      Oborn, Jeremy; Flynn, Sean; Egbert, Parris; Holladay, Seth (The Eurographics Association, 2018)
      Physics-based fluid simulation often produces unpredictable behavior that is difficult for artists to control. We present a new method for art directing smoke animation using time-reversed simulation. Given a final fluid ...