Now showing items 1-5 of 5

    • FontRNN: Generating Large-scale Chinese Fonts via Recurrent Neural Network 

      Tang, Shusen; Xia, Zeqing; Lian, Zhouhui; Tang, Yingmin; Xiao, Jianguo (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Despite the recent impressive development of deep neural networks, using deep learning based methods to generate largescale Chinese fonts is still a rather challenging task due to the huge number of intricate Chinese glyphs, ...
    • High Dynamic Range Point Clouds for Real-Time Relighting 

      Sabbadin, Manuele; Palma, Gianpaolo; BANTERLE, FRANCESCO; Boubekeur, Tamy; Cignoni, Paolo (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Acquired 3D point clouds make possible quick modeling of virtual scenes from the real world.With modern 3D capture pipelines, each point sample often comes with additional attributes such as normal vector and color response. ...
    • Pyramid Multi-View Stereo with Local Consistency 

      Liao, Jie; Fu, Yanping; Yan, Qingan; Xiao, Chunxia (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      In this paper, we propose a PatchMatch-based Multi-View Stereo (MVS) algorithm which can efficiently estimate geometry for the textureless area. Conventional PatchMatch-based MVS algorithms estimate depth and normal ...
    • Reliable Rolling-guided Point Normal Filtering for Surface Texture Removal 

      Sun, Yangxing; Chen, Honghua; Qin, Jing; Li, Hongwei; Wei, Mingqiang; Zong, Hua (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Semantic surface decomposition (SSD) facilitates various geometry processing and product re-design tasks. Filter-based techniques are meaningful and widely used to achieve the SSD, which however often leads to surface ...
    • Visibility-Aware Progressive Farthest Point Sampling on the GPU 

      Brandt, Sascha; Jähn, Claudius; Fischer, Matthias; Heide, Friedhelm Meyer auf der (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      In this paper, we present the first algorithm for progressive sampling of 3D surfaces with blue noise characteristics that runs entirely on the GPU. The performance of our algorithm is comparable to state-of-the-art GPU ...