Now showing items 8-27 of 27

    • Geometric Details on Skeleton-based Implicit Surfaces 

      Zanni, Cedric; Bares, P.; Lagae, Ares; Quiblier, M.; Cani, Marie-Paule (The Eurographics Association, 2012)
      We present a modeling technique to enhance implicit surfaces with procedural geometric details. The details are based on Gabor noise, which enables us to seamlessly handle anisotropy. The orientation of details can be ...
    • GPU based ARAP Deformation using Volumetric Lattices 

      Zollhöfer, Michael; Sert, Ezgi; Greiner, Günther; Süßmuth, Jochen (The Eurographics Association, 2012)
      We present a novel lattice based direct manipulation paradigm (LARAP) for mesh editing that decouples the runtime complexity from the mesh’s geometric complexity. Since our non-linear optimization is based on the ARAP ...
    • Growing Cell Structures Learning a Progressive Mesh During Surface Reconstruction - A Top-Down Approach 

      Vierjahn, Tom; Lorenz, Guido; Mostafawy, Sina; Hinrichs, Klaus (The Eurographics Association, 2012)
      Growing Cell Structures (GCS) have been proven to be suitable for surface reconstruction from unstructured point clouds. The reconstructed triangle mesh can be represented compactly as a progressive mesh with integrated ...
    • Hybrid CPU/GPU KD-Tree Construction for Versatile Ray Tracing 

      Roccia, Jean-Patrick; Paulin, Mathias; Coustet, Christophe (The Eurographics Association, 2012)
      We propose an hybrid CPU-GPU ray-tracing implementation based on an optimal Kd-Tree as acceleration structure. The construction and traversal of this KD-tree takes benefit from both the CPU and the GPU to achieve ...
    • Hyperplane Culling for Stochastic Rasterization 

      Munkberg, Jacob; Akenine-Möller, Tomas (The Eurographics Association, 2012)
      We present two novel culling tests for rasterization of simultaneous depth of field and motion blur. These tests efficiently reduce the set of xyuvt samples that need to be coverage tested within a screen space tile. The ...
    • Image-based Animation of Clothes 

      Hilsmann, Anna; Eisert, Peter (The Eurographics Association, 2012)
      We propose a pose-dependent image-based rendering approach for the visualization of clothes with very high rendering quality. Our representation combines body-pose-dependent geometry and appearance. A geometric model ...
    • Improved Obstacle Relevancy, Distance, and Angle for Crowds Constrained to Arbitrary Manifolds in 3D Space 

      Ricks, Brian C.; Egbert, Parris K. (The Eurographics Association, 2012)
      Recent work has proposed crowd simulation algorithms on arbitrary manifolds in 3D space. These algorithms simulate crowds on far more realistic surfaces than previously possible, including multi-story structures, science ...
    • Incoherent Ray Tracing without Acceleration Structures 

      Áfra, Attila T. (The Eurographics Association, 2012)
      Recently, a new family of dynamic ray tracing algorithms, called divide-and-conquer ray tracing, has been introduced. This approach partitions the primitives on-the-fly during ray traversal, which eliminates the need for ...
    • Perceptually Based Afterimage Synthesis 

      Mikamo, Michihiro; Slomp, Marcos; Raytchev, Bisser; Tamaki, Toru; Kaneda, Kazufumi (The Eurographics Association, 2012)
      Afterimages comprise a common, recurring perceptual phenomenon experienced in a daily-basis. Afterimages are best realized when staring at some high intensity light source (i.e., a light bulb) and then shifting the ocular ...
    • Physically-Based Depth of Field in Augmented Reality 

      Kán, Peter; Kaufmann, Hannes (The Eurographics Association, 2012)
      We present a novel method for rendering and compositing video in augmented reality. We focus on calculating the physically correct result of the depth of field caused by a lens with finite sized aperture. In order to ...
    • Real-Time Metaball Ray Casting with Fragment Lists 

      Szécsi, László; Illés, Dávid (The Eurographics Association, 2012)
      In this paper we describe a method for rendering particle-based medium representations. The algorithm builds per-pixel lists of relevant metaballs, then incrementally constructs a piecewise polynomial approximation of ...
    • Reflective Shadow Map Clustering for Real-Time Global Illumination 

      Prutkin, Roman; Kaplanyan, Anton; Dachsbacher, Carsten (The Eurographics Association, 2012)
      We present a method for real-time clustering of VPLs obtained from Reflective Shadow Maps (RSM). The clusters are treated as area light sources and used to approximate indirect illumination. The spatial extent of a cluster ...
    • Robust Outlier Removal from Point Clouds Acquired with Structured Light 

      Köhler, Johannes; Nöll, Tobias; Reis, Gerd; Stricker, Didier (The Eurographics Association, 2012)
      We present a method for automatic, robust identification of outliers in point clouds acquired with structured light. In contrast to most state of the art methods, we consider available 2D information instead of operating ...
    • S-buffer: Sparsity-aware Multi-fragment Rendering 

      Vasilakis, Andreas A.; Fudos, Ioannis (The Eurographics Association, 2012)
      This work introduces S-buffer, an efficient and memory-friendly gpu-accelerated A-buffer architecture for multifragment rendering. Memory is organized into variable contiguous regions for each pixel, thus avoiding limitations ...
    • Scented Sliders for Procedural Textures 

      Lasram, Anass; Lefebvre, Sylvain; Damez, Cyrille (The Eurographics Association, 2012)
      Procedural textures often expose a set of parameters controlling their final appearance. This lets end users tune the final look and feel, typically through a set of sliders. However, it is difficult to predict the changes ...
    • Shape Reconstruction from Raw Point Clouds using Depth Carving 

      Guggeri, Fabio; Scateni, Riccardo; Pajarola, Renato (The Eurographics Association, 2012)
      Shape reconstruction from raw point sets is a hot research topic. Point sets are increasingly available as primary input source, since low-cost acquisition methods are largely accessible nowadays, and these sets are more ...
    • Skeleton Based Importance Sampling for Path Tracing 

      Biri, Venceslas; Chaussard, John (The Eurographics Association, 2012)
      When working with large and complex scenes, situations arise where light flux takes complex paths to reach the observer. In such cases, traditional stochastic algorithms, like ray tracing algorithms, will have difficulties ...
    • Solid-state Culled Discrete Element Granular Systems 

      Holladay, Seth R.; Egbert, Parris (The Eurographics Association, 2012)
      Dry granular materials are common in computer animations, such as when a character drags a finger through sand or grabs a handful of wheat. However, simulating hundreds of thousands to millions of interacting particulates ...
    • Steady State Stokes Flow Interpolation for Fluid Control 

      Bhatacharya, Haimasree; Nielsen, Michael B.; Bridson, Robert (The Eurographics Association, 2012)
      Fluid control methods often require surface velocities interpolated throughout the interior of a shape to use the velocity as a feedback force or as a boundary condition. Prior methods for interpolation in computer graphics ...
    • Variation-Factored Encoding of Facade Images 

      Alsisan, Suhib; Mitra, Niloy J. (The Eurographics Association, 2012)
      Urban facades contain large-scale repetitions in the form of windows, doors, etc. Such elements often are in different configurations (e.g., open or closed) obscuring their regular arrangements to any direct low-level pixel ...