Now showing items 1-20 of 33

    • Realistic and Interactive Visualization of High-Density Plant Ecosystems 

      Dietrich, Andreas; Colditz, Carsten; Deussen, Oliver; Slusallek, Philipp (The Eurographics Association, 2005)
      Modeling and visualization of natural and realistic outdoor ecosystems like forests or meadows remains a highly challenging task in computer graphics. Convincing and non-artificial scenes require many thousands to millions ...
    • Synthesis of Material Drying History: Phenomenon Modeling, Transferring and Rendering 

      Lu, Jianye; Georghiades, Athinodoros S.; Rushmeier, Holly; Dorsey, Julie; Xu, Chen (The Eurographics Association, 2005)
      We consider the problem of the spatio-temporal variations in material appearance due to the wetting and drying of materials. We conducted a series of experiments that capture the appearance history of surfaces drying. We ...
    • Extreme Model Simplification for Forest Rendering 

      Fuhrmann, Anton L.; Umlauf, Eike; Mantler, Stephan (The Eurographics Association, 2005)
      Models of large forest scenes are of a geometric complexity that surpasses even the capabilities of current high end graphics hardware. We propose an extreme simplification method which allows us to render such scenes in ...
    • Point-based Rendering of Trees 

      Gilet, Guillaume; Meyer, Alexandre; Neyret, Fabrice (The Eurographics Association, 2005)
      The goal of this paper is the interactive and realistic rendering of 3D trees covering a landscape. The landscape is composed by instantiating one or more block of vegetation on the terrain. A block of vegetation is composed ...
    • A Preliminary Approach of 3D Simulation of Soil Surface Degradation by Rainfall 

      Valette, Gilles; Herbin, Michel; Lucas, Laurent; Léonard, Joël (The Eurographics Association, 2005)
      Soil surface structure and morphology deeply in uence a lot of processes of high agronomic and environmental relevance, such as mass and heat transfer through the soil-atmosphere interface, runoff and erosion, seed germination ...
    • Interactive physically based Fluid and Erosion Simulation 

      Neidhold, B.; Wacker, M.; Deussen, O. (The Eurographics Association, 2005)
      Realistically eroded terrain is a base of almost every outdoor visualization for simulators or computer games. In order to achieve convincing results physically based erosion algorithms are necessary. We present a new ...
    • Phenomenological Simulation of Efflorescence in Brick Constructions 

      Shahidi, S.; Merillou, S.; Ghazanfarpour, D. (The Eurographics Association, 2005)
      In human constructions, repetitive patterns can be handled by different texturing methods. However, almost all techniques do not consider weathering phenomena, missing a very important visual effect for realistic rendering. ...
    • Modeling and Visualization of symmetric and asymmetric plant competition 

      Alsweis, M.; Deussen, O. (The Eurographics Association, 2005)
      In this paper we describe a new method for the visual simulation of evolving plant communities, which involves, aside from the known symmetric competition for resources also asymmetric competition. Asymmetric competition ...
    • Table Mountains by Virtual Erosion 

      Bene , B.; Arriaga, X. (The Eurographics Association, 2005)
      We present an ef cient algorithm for visual modeling table mountains (mesas) using erosion simulation. The method uses techniques from Computer Graphics to closely model the phenomenon, without relying on physically correct ...
    • FlowFixer: Using BFECC for Fluid Simulation 

      Kim, ByungMoon; Liu, Yingjie; Llamas, Ignacio; Rossignac, Jarek (The Eurographics Association, 2005)
      Back and Forth Error Compensation and Correction (BFECC) was recently developed for interface computation by using the level set method. We show that it can be applied to reduce dissipation and diffusion encountered in ...
    • Physically-Based Realistic Fire Rendering 

      Pegoraro, Vincent; Parker, Steven G. (The Eurographics Association, 2006)
      Accurately rendering fires is a challenging problem due to the various subtle ways in which the electromagnetic waves interact with this complex participating medium. We present a new method for physically-based rendering ...
    • Time-Varying BRDFs 

      Sun, Bo; Sunkavalli, Kalyan; Ramamoorthi, Ravi; Belhumeur, Peter; Nayar, Shree (The Eurographics Association, 2006)
      The properties of virtually all real-world materials change with time, causing their BRDFs to be time-varying. However, none of the existing BRDF models and databases take time variation into consideration; they represent ...
    • A Generalized Cracks Simulation on 3D-Meshes 

      Valette, Gilles; Prévost, Stéphanie; Lucas, Laurent (The Eurographics Association, 2006)
      This article describes a method for simulating the formation and the development of cracks on the surface of a shrinking volume. The simulated cracks are applied afterwards to any surface provided with a parameterization. ...
    • Effective Multi-resolution Rendering and Texture Compression for Captured Volumetric Trees 

      Linz, Christian; Reche-Martinez, Alex; Drettakis, George; Magnor, Marcus (The Eurographics Association, 2006)
      Trees can be realistically rendered in synthetic environments by creating volumetric representations from photographs. However, volumetric tree representations created with previous methods are expensive to render due to ...
    • Artist-Directable Real-Time Rain Rendering in City Environments 

      Tatarchuk, Natalya; Isidoro, John (The Eurographics Association, 2006)
      Photorealistic rain greatly enhances the scenes of outdoor reality, with applications including computer games and motion pictures. Rain is a complex atmospheric natural phenomenon. It consists of numerous interacting ...
    • Realistic Water Volumes in Real-Time 

      Baboud, Lionel; Décoret, Xavier (The Eurographics Association, 2006)
      We present a real-time technique to render realistic water volumes. Water volumes are represented as the space enclosed between a ground heightfield and an animable water surface heightfield. This representation allows the ...
    • Physically-based Driven Tree Animations 

      Haevre, William Van; Fiore, Fabian Di; Reeth, Frank Van (The Eurographics Association, 2006)
      Simulating dynamic natural wind effects on trees remains a challenging task in Computer Graphics. From an animator s point of view it is a cumbersome and tedious task to create this effect due to the complexity of the tree ...
    • Real-time Realistic Illumination and Shading of Stratiform Clouds 

      Bouthors, Antoine; Neyret, Fabrice; Lefebvre, Sylvain (The Eurographics Association, 2006)
      Realistic rendering of clouds involves solving the complex interaction of light within the cloud and with its environment. Interactive methods achieve efficient cloud rendering by ignoring several lighting effects. However, ...
    • Simulating Caustics due to Liquid-Solid Interface Menisci 

      Bourque, Eric; Dufort, Jean-François; Laprade, Michelle; Poulin, Pierre (The Eurographics Association, 2006)
      A solid partially immersed in a liquid creates a local deformation of the liquid surface at their interface. This deformation, called a meniscus, exhibits high curvature, and as such, produces very intriguing caustic ...
    • Fast Fluid Simulation Using Residual Distribution Schemes 

      Sewall, Jason; Mecklenburg, Paul; Mitran, Sorin; Lin, Ming (The Eurographics Association, 2007)
      We present a fast method for physically-based animation of fluids on adaptive, unstructured meshes. Our algo- rithm is capable of correctly handling large-scale fluid forces, as well as their interaction with elastic ...