Recent Submissions

  • Using Lego Pieces for Camera Calibration: a Preliminary Study 

    Baronti, Luca; Dellepiane, Matteo; Scopigno, Roberto (The Eurographics Association, 2010)
    Camera calibration is an important operation for a number of applications in the field of Computer Graphics and Computer Vision. In particular, if the intrinsic parameters of the camera are known in advance, the accuracy ...
  • Segmental Brush Synthesis with Stroke Images 

    Ando, Ryoichi; Tsuruno, Reiji (The Eurographics Association, 2010)
    We present a new approach for synthesizing realistic brush strokes exploiting recent works of texture synthesis from stroke images. (See Figure 1). In our method, stroke images are automatically decomposed into a sequence ...
  • Dynamic Cage-Driven 3D Range-Scan Alignment 

    Seversky, Lee M.; Yin, Lijun (The Eurographics Association, 2010)
    This paper presents a novel and automatic approach for aligning range-scan data of objects exhibiting non-rigid, articulated motion using a cage-driven reduced deformable model. Reduced deformable models have previously ...
  • Automatic Composition of Motion Capture Animation for Music Synchronization 

    Xu, Jianfeng; Takagi, Koichi; Kawada, Ryoichi (The Eurographics Association, 2010)
    To enrich the music experience, automatic generation of a CG music visualizer is attracting more and more attention, where 3D animation is composed to synchronize with the music using motion capture data. In this paper, ...
  • Interactive Rendering to View-Dependent Texture-Atlases 

    Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2010)
    The image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments ...
  • Procedural Descriptions of Anisotropic Noisy Textures by Example 

    Gilet, Guillaume; Dischler, Jean-Michel; Soler, Luc (The Eurographics Association, 2010)
    This short paper introduces a new approach to automate the creation of procedural anisotropic noisy textures by using an example. As for past approaches that allow one to obtain procedural descriptions of stochastic ...
  • Adaptive Collapsing on Bounding Volume Hierarchies for Ray-Tracing 

    Pinto, André Susano (The Eurographics Association, 2010)
    Ray tracing is a computationally intensive process, several tree data structures and heuristics have been developed to optimize it. This paper presents a new heuristic in the area, based on collapsing some nodes in order ...
  • Ray Tracing using Hierarchies of Slab Cut Balls 

    Källberg, Linus; Larsson, Thomas (The Eurographics Association, 2010)
    In this paper, bounding volume trees of slab cut balls are evaluated and compared with other types of trees for ray tracing. A novel tree construction algorithm is proposed, which utilizes a relative orientation heuristic ...
  • Real-Time Ray Tracing Using Nvidia OptiX 

    Ludvigsen, Holger; Elster, Anne Cathrine (The Eurographics Association, 2010)
    Modern GPUs with their several hundred cores and more accessible programming models are becoming attractive devices for compute-intensive applications. They are particularly well suited for applications, such as image ...
  • Path Regeneration for Interactive Path Tracing 

    Novák, Jan; Havran, Vlastimil; Dachsbacher, Carsten (The Eurographics Association, 2010)
    Rendering of photo-realistic images at interactive frame rates is currently an extensively researched area of computer graphics.Many of these approaches attempt to utilize the computational power of modern graphics hardware ...
  • Simple and Robust Iterative Importance Sampling of Virtual Point Lights 

    Georgiev, Iliyan; Slusallek, Philipp (The Eurographics Association, 2010)
    We present a simple and practical algorithm for importance sampling virtual point lights (VPLs) [Kel97], suitable for multi-pass rendering. During VPL distribution, a Russian roulette decision accepts each VPL proportionally ...
  • Data-parallel Micropolygon Rasterization 

    Eisenacher, Christian; Loop, Charles (The Eurographics Association, 2010)
    Abstract We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well ...
  • Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering 

    Schwenk, Karsten; Franke, Tobias; Drevensek, Timm; Kuijper, Arjan; Bockholt, Ulrich; Fellner, Dieter W. (The Eurographics Association, 2010)
    Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of ...
  • gCubik+i Virtual 3D Aquarium: Interfacing a Graspable 3d Display with a Tabletop Display 

    Lopez-Gulliver, Roberto; Yoshida, Shunsuke; Makino, Mao; Yano, Sumio; Ando, Hiroshi (The Eurographics Association, 2010)
    We propose gCubik+i as a new interactive platform that naturally interfaces a 3D display with a tabletop display. The proposed platform is suitable for group collaboration and it introduces two novel interaction paradigms ...
  • Hybrid Mesh Editing 

    Borosán, Péter; Howard, Reid; Zhang, Shaoting; Nealen, Andrew (The Eurographics Association, 2010)
    Surface-based deformation and cage-based deformation are two popular shape editing paradigms. Surface-based methods are easy to use and produce high-quality results by preserving differential properties of the surface mesh, ...
  • Volumetric Hand Reconstructions for Non-verbal Communication in Shared Virtual Environments 

    John, Christoph; Regenbrecht, Holger; Schwanecke, Ulrich (The Eurographics Association, 2010)
    Enhancing desk-based computer environments with virtual reality technology requires natural interaction support, in particular hand tracking and visualization. In shared virtual environments hand tracking does not only ...
  • A Film Balloon Design System Integrated with Shell Element Simulation 

    Furuta, Yohsuke; Umetani, Nobuyuki; Mitani, Jun; Igarashi, Takeo; Fukui, Yukio (The Eurographics Association, 2010)
    CAD systems that have user-friendly interfaces for assisting ordinary people to design objects is becoming common. Most of these systems combine a sketch interface with physical simulation. In this paper, we propose a ...
  • Interactive Creation of Virtual Worlds Using Procedural Sketching 

    Smelik, Ruben M.; Tutenel, Tim; Kraker, Klaas Jan de; Bidarra, Rafael (The Eurographics Association, 2010)
    Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a ...
  • Finding Approximate Ambigrams and Making them Exact 

    Loviscach, Joern (The Eurographics Association, 2010)
    Rotational ambigrams are arrangements of letters that can also be read upside down. Existing approaches to automatically create such ambigrams employ highly artificially-looking and difficult-to-read typefaces. In contrast ...
  • Skeleton Based As-Rigid-As-Possible Volume Modeling 

    Zhang, Shaoting; Nealen, Andrew; Metaxas, Dimitris (The Eurographics Association, 2010)
    Shape deformation and editing are important for animation and game design. Based on as-rigid-as-possible (ARAP) surface modeling, an efficient approach is proposed to approximately preserve the volume of an object with ...

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