Now showing items 13-17 of 17

    • 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 ...