Rendering I
Accelerated Foveated Rendering based on Adaptive Tessellation
Ankur Tiwary, Muthuganapathy Ramanathan, and Jiri Kosinka
Photon Mapping Superluminal Particles
Gustaf Waldemarson and Michael Doggett
Controllable Caustic Animation Using Vector Fields
Irene Baeza Rojo, Markus Gross, and Tobias Günther
Conservative Ray Batching using Geometry Proxies
Mathijs Molenaar and Elmar Eisemann
Rendering II + Shape
Compression and Real-Time Rendering of Inward Looking Spherical Light Fields
Saghi Hajisharif, Ehsan Miandji, Gabriel Baravadish, Per Larsson, and Jonas Unger
Multisample Anti-aliasing in Deferred Rendering
András Fridvalszky and Balázs Tóth
On Learning the Best Local Balancing Strategy
David Murray, Sofiane Benzait, Romain Pacanowski, and Xavier Granier
MEPP2: A Generic Platform for Processing 3D Meshes and Point Clouds
Vincent Vidal, Eric Lombardi, Martial Tola, Florent Dupont, and Guillaume Lavoué
Modelling - Shape
First Order Signed Distance Fields
Róbert Bán and Gábor Valasek
Learning Body Shape and Pose from Dense Correspondences
Yusuke Yoshiyasu and Lucas Gamez
Adversarial Generation of Continuous Implicit Shape Representations
Marian Kleineberg, Matthias Fey, and Frank Weichert
Space-Time Blending for Heterogeneous Objects
Alexander Tereshin, Eike Anderson, Alexander Pasko, and Valery Adzhiev
Modelling - Appearance
Neural Smoke Stylization with Color Transfer
Fabienne Christen, Byungsoo Kim, Vinicius C. Azevedo, and Barbara Solenthaler
Triplanar Displacement Mapping for Terrain Rendering
Sebastian Weiss, Florian Bayer, and Rüdiger Westermann
A Practical Male Hair Aging Model
Diego V. Volkmann and Marcelo Walter
UV Completion with Self-referenced Discrimination
Jiwoo Kang, Seongmin Lee, and Sanghoon Lee
Modelling - Simulation - Visualisation
Frequency-Aware Reconstruction of Fluid Simulations with Generative Networks
Simon Biland, Vinicius C. Azevedo, Byungsoo Kim, and Barbara Solenthaler
Procedural 3D Asteroid Surface Detail Synthesis
Xi-zhi Li, René Weller, and Gabriel Zachmann
Interactive Assembly and Animation of 3D Digital Garments
Oskar Nylén, Pontus Pall, Yuko Ishiwaka, Kazuto Suda, and Marco Fratarcangeli
ScagnosticsJS: Extended Scatterplot Visual Features for the Web
Vung Pham and Tommy Dang
Visualisation / NPR
Deep-Eyes: Fully Automatic Anime Character Colorization with Painting of Details on Empty Pupils
Kenta Akita, Yuki Morimoto, and Reiji Tsuruno
Interactive Flat Coloring of Minimalist Neat Sketches
Amal Dev Parakkat, Prudhviraj Madipally, Hari Hara Gowtham, and Marie-Paule Cani
Pair Correlation Functions with Free-Form Boundaries for Distribution Inpainting and Decomposition
Baptiste Nicolet, Pierre Ecormier-Nocca, Pooran Memari, and Marie-Paule Cani
Organic Narrative Charts
Fabian Bolte and Stefan Bruckner

Recent Submissions

  • Pair Correlation Functions with Free-Form Boundaries for Distribution Inpainting and Decomposition 

    Nicolet, Baptiste; Ecormier-Nocca, Pierre; Memari, Pooran; Cani, Marie-Paule (The Eurographics Association, 2020)
    Pair Correlation Functions (PCF) have been recently spreading as a reliable representation for distributions, enabling the efficient synthesis of point-sets, vector textures and object placement from examples. In this work ...
  • Organic Narrative Charts 

    Bolte, Fabian; Bruckner, Stefan (The Eurographics Association, 2020)
    Storyline visualizations display the interactions of groups and entities and their development over time. Existing approaches have successfully adopted the general layout from hand-drawn illustrations to automatically ...
  • EUROGRAPHICS 2020: Short Papers Frontmatter 

    Wilkie, Alexander; Banterle, Francesco (Eurographics Association, 2020)
  • Interactive Flat Coloring of Minimalist Neat Sketches 

    Parakkat, Amal Dev; Madipally, Prudhviraj; Gowtham, Hari Hara; Cani, Marie-Paule (The Eurographics Association, 2020)
    We introduce a simple Delaunay-triangulation based algorithm for the interactive coloring of neat line-art minimalist sketches, ie. vector sketches that may include open contours. The main objective is to minimize user ...
  • Deep-Eyes: Fully Automatic Anime Character Colorization with Painting of Details on Empty Pupils 

    Akita, Kenta; Morimoto, Yuki; Tsuruno, Reiji (The Eurographics Association, 2020)
    Many studies have recently applied deep learning to the automatic colorization of line drawings. However, it is difficult to paint empty pupils using existing methods because the networks are trained with pupils that have ...
  • ScagnosticsJS: Extended Scatterplot Visual Features for the Web 

    Pham, Vung; Dang, Tommy (The Eurographics Association, 2020)
    Scagnostics is a set of features that characterizes the data distribution in a scatterplot. These visual features have been used in various applications to detect unusual correlations of bivariate data. However, there is ...
  • Interactive Assembly and Animation of 3D Digital Garments 

    Nylén, Oskar; Pall, Pontus; Ishiwaka, Yuko; Suda, Kazuto; Fratarcangeli, Marco (The Eurographics Association, 2020)
    We present a novel real-time tool for sewing together 2D patterns, enabling quick assembly of visually plausible, interactively animated garments for virtual characters. The process is assisted by ad-hoc visual hints and ...
  • Procedural 3D Asteroid Surface Detail Synthesis 

    Li, Xi-zhi; Weller, René; Zachmann, Gabriel (The Eurographics Association, 2020)
    We present a novel noise model to procedurally generate volumetric terrain on implicit surfaces. The main idea is to combine a novel Locally Controlled 3D Spot noise (LCSN) for authoring the macro structures and 3D Gabor ...
  • Frequency-Aware Reconstruction of Fluid Simulations with Generative Networks 

    Biland, Simon; Azevedo, Vinicius C.; Kim, Byungsoo; Solenthaler, Barbara (The Eurographics Association, 2020)
    Convolutional neural networks were recently employed to fully reconstruct fluid simulation data from a set of reduced parameters. However, since (de-)convolutions traditionally trained with supervised l1-loss functions do ...
  • UV Completion with Self-referenced Discrimination 

    Kang, Jiwoo; Lee, Seongmin; Lee, Sanghoon (The Eurographics Association, 2020)
    A facial UV map is used in many applications such as facial reconstruction, synthesis, recognition, and editing. However, it is difficult to collect a number of the UVs needed for accuracy using 3D scan device, or a ...
  • A Practical Male Hair Aging Model 

    Volkmann, Diego V.; Walter, Marcelo (The Eurographics Association, 2020)
    The modeling and rendering of hair in Computer Graphics have seen much progress in the last few years. However, modeling and rendering hair aging, visually seen as the loss of pigments, have not attracted the same attention. ...
  • Triplanar Displacement Mapping for Terrain Rendering 

    Weiss, Sebastian; Bayer, Florian; Westermann, Rüdiger (The Eurographics Association, 2020)
    Heightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose ...
  • Neural Smoke Stylization with Color Transfer 

    Christen, Fabienne; Kim, Byungsoo; Azevedo, Vinicius C.; Solenthaler, Barbara (The Eurographics Association, 2020)
    Artistically controlling fluid simulations requires a large amount of manual work by an artist. The recently presented transportbased neural style transfer approach simplifies workflows as it transfers the style of arbitrary ...
  • Space-Time Blending for Heterogeneous Objects 

    Tereshin, Alexander; Anderson, Eike; Pasko, Alexander; Adzhiev, Valery (The Eurographics Association, 2020)
    Space-time blending (STB) is an established technique allowing to implement a metamorphosis operation between geometric shapes. In this paper we significantly extend the STB method to make it possible to deal with heterogeneous ...
  • Adversarial Generation of Continuous Implicit Shape Representations 

    Kleineberg, Marian; Fey, Matthias; Weichert, Frank (The Eurographics Association, 2020)
    This work presents a generative adversarial architecture for generating three-dimensional shapes based on signed distance representations. While the deep generation of shapes has been mostly tackled by voxel and surface ...
  • Learning Body Shape and Pose from Dense Correspondences 

    Yoshiyasu, Yusuke; Gamez, Lucas (The Eurographics Association, 2020)
    In this paper, we address the problem of learning 3D human pose and body shape from 2D image dataset, without having to use 3D supervisions (body shape and pose) which are in practice difficult to obtain. The idea is to ...
  • MEPP2: A Generic Platform for Processing 3D Meshes and Point Clouds 

    Vidal, Vincent; Lombardi, Eric; Tola, Martial; Dupont, Florent; Lavoué, Guillaume (The Eurographics Association, 2020)
    In this paper, we present MEPP2, an open-source C++ software development kit (SDK) for processing and visualizing 3D surface meshes and point clouds. It provides both an application programming interface (API) for creating ...
  • First Order Signed Distance Fields 

    Bán, Róbert; Valasek, Gábor (The Eurographics Association, 2020)
    This paper investigates a first order generalization of signed distance fields. We show that we can improve accuracy and storage efficiency by incorporating the spatial derivatives of the signed distance function into the ...
  • On Learning the Best Local Balancing Strategy 

    Murray, David; Benzait, Sofiane; Pacanowski, Romain; Granier, Xavier (The Eurographics Association, 2020)
    Fast computation of light propagation using Monte Carlo techniques requires finding the best samples from the space of light paths. For the last 30 years, numerous strategies have been developed to address this problem but ...
  • Multisample Anti-aliasing in Deferred Rendering 

    Fridvalszky, András; Tóth, Balázs (The Eurographics Association, 2020)
    We propose a novel method for multisample anti-aliasing in deferred shading. Our technique successfully reduces memory and bandwidth usage. The new model uses per-pixel linked lists to store the samples. We also introduce ...

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