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Realistic and Interactive Visualization of High-Density Plant Ecosystems
(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 ...
Fast Fluid Simulation Using Residual Distribution Schemes
(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 ...
Real-Time Open Water Environments with Interacting Objects
(The Eurographics Association, 2009)
Large bodies of water are an integral part of nature and, thus, are of high interest for interactive 3D applications, e.g., computer games and virtual environments. We present a new scheme for real-time wave simulation in ...
Physically-Based Realistic Fire Rendering
(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 ...
Corotated SPH for Deformable Solids
(The Eurographics Association, 2009)
Smoothed Particle Hydrodynamics (SPH) is a powerful technique for the animation of natural phenomena. While early SPH approaches in Computer Graphics have mainly been concerned with liquids or gases, recent research also ...
Multi-layered Indirect Texturing for Tree Rendering
(The Eurographics Association, 2007)
This paper presents a technique to render in real time complex trees using billboard clouds as an impostor simplification for the original polygonal tree, combined with a new texture-based representation for the foliage. ...
Synthesis of Material Drying History: Phenomenon Modeling, Transferring and Rendering
(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 ...
Goblins by Spheroidal Weathering
(The Eurographics Association, 2007)
Height map models of terrain are computationally efficient but can not represent terrain with concave surfaces. We present an algorithm for generating sandstone goblins using a simulation of spheroidal weathering. Sandstone ...
Modeling Trees with a Space Colonization Algorithm
(The Eurographics Association, 2007)
We extend the open leaf venation model by Runions et al. [RFL*05] to three dimensions and show that it generates surprisingly realistic tree structures. Model parameters correspond to visually relevant tree characteristics ...
Time-Varying BRDFs
(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 ...