Manchester, United Kingdom

Recent Submissions

  • Game-Based Training in an Interactive Environment by means of OpenCrimeScene 

    Brennecke, Angela; Schlechtweg, Stefan; Schumann, Heidrun (The Eurographics Association, 2008)
    This paper presents a novel approach towards training with game elements in an interactive environment by means of OpenCrimeScene, a virtual 3D training system for crime scene investigation (CSI). The application is designed ...
  • Time Handling in Inverse Daylighting for CAAD 

    Tourre, Vincent; Martin, Jean-Yves; Hégron, Gérard (The Eurographics Association, 2008)
    This paper presents an integration of time dimension in an inverse natural lighting model. This model allows to aid the design of building openings starting from the designed volume and lighting intentions. As natural ...
  • A Haptic Rendering Algorithm for Drilling into Volume Data 

    Liu, Yu; Laycock, S. D. (The Eurographics Association, 2008)
    With the developments of volume visualisation technology for complex data sets comes new challenges in terms of user interaction and information extraction. Volume haptics has proven itself to be an effective way of ...
  • Generation and Tessellation of Tree Stems 

    Skjermo, Jo (The Eurographics Association, 2008)
    When visualizing tree stems and branches for use in interactive applications, the polygon models resolution are usually as low as possible to achieve a high frame rate. Also, to ease animation and mesh generation, each ...
  • Grammatical Evolution for Gait Retargeting 

    Murphy, James E.; Carr, Hamish; O'Neill, Michael (The Eurographics Association, 2008)
    Artists and scientists require tools to construct physics-based animal models. However, animating these models requires motion data for realistic movement. Motion data may either be measured from real-life animals-in-motion ...
  • Space-free Shader Programming: Automatic Space Inference and Optimization for Real-time Shaders 

    Lejdfors, Calle; Ohlsson, Lennart (The Eurographics Association, 2008)
    The graphics processing units (GPUs) used in todays personal computers can be programmed to compute the visual appearance of three-dimensional objects in real time. Such programs are called shaders and are written in ...
  • Time-varying Image Data Visualization Framework for Application in Cardiac Catheterization Procedures 

    Ma, Ying Liang; Rhode, Kawal S.; King, Andy P.; Gao, Gang; Chinchapatnam, Phani; Schaeffter, Tobias; Razavi, Reza; Saetzler, Kurt (The Eurographics Association, 2008)
    Visualization plays an important role in image guided surgery. This paper presents a real-time 3D motion visualization method where pre-computed meshes of the beating heart are synchronized with and overlaid onto live X-ray ...
  • Efficient Path Matching Motion Generation Algorithm for Multi Agent Environment 

    Lau, Newman; Chow, Chapmann; Lee, Pouro; Iu, Bartholomew (The Eurographics Association, 2008)
    This paper presents an efficient method to generate a large amount of continuous motion data from motion captured data. Given user defined way point lists for each agent, the algorithm can automatically generate collision ...
  • Modes of Virtual Environments Integrated within Collaborative Environments 

    McDerby, M. J.; Turner, M. J.; Leaver, G. W. (The Eurographics Association, 2008)
    This paper describes the timeline of large display virtual environments used by Manchester Visualization Centre and a few of the main applications of such systems. Moreover, it describes a few simple common modes of use ...
  • Towards Image Rendering using models of Image Manifolds 

    Woodland, A.; Labrosse, F. (The Eurographics Association, 2008)
    Building computer representations of real objects, which could be archaeological artifacts or planned buildings, is a very active research area. Typically objects are represented in computer memory as a collection of ...
  • A Lemon is not a Monstar: Visualization of Singularities of Symmetric Second Rank Tensor Fields in the Plane 

    Liu, J.; Hewitt, W. T.; Lionheart, W. R. B.; Montaldi, J.; Turner, M. (The Eurographics Association, 2008)
    In the visualization of the topology of second rank symmetric tensor fields in the plane one can extract some key points (degenerate points), and curves (separatrices) that characterize the qualitative behaviour of the ...
  • GPU-based Visualisation of Protein Secondary Structure 

    Krone, Michael; Bidmon, Katrin; Ertl, Thomas (The Eurographics Association, 2008)
    The increasing number of protein 3D structure information available makes the high-quality visualisation of this information play a more and more important role. Beside element-based representations the secondary-structurebased ...
  • A Benchmarking Framework for Static Collision Detection 

    Diktas, Engin Deniz; Sahiner, Ali Vahit (The Eurographics Association, 2008)
    Performanceof static collision detection queries depends on the type of the hierarchy chosen as well as the relative positioning of the colliding objects. In order to evaluate the performance of bounding volume hierarchies, ...
  • A New Method for Interacting with Multi-Window Applications on Large, High Resolution Displays 

    Rooney, Chris; Ruddle, Roy A. (The Eurographics Association, 2008)
    Physically large display walls can now be constructed using off-the-shelf computer hardware. The high resolution of these displays (e.g., 50 million pixels) means that a large quantity of data can be presented to users, ...
  • Self-Organising Maps for Implicit Surface Reconstruction 

    Yoon, Mincheol; Ivrissimtzis, Ioannis; Lee, Seungyong (The Eurographics Association, 2008)
    This paper proposes an implicit surface reconstruction algorithm based on Self-Organising Maps (SOMs). The SOM has the connectivity of a regular 3D grid, each node storing its signed distance from the surface. At each ...
  • Localised Topology Correction for Hypertextured Terrains 

    Gamito, Manuel N.; Maddock, Steve C. (The Eurographics Association, 2008)
    Terrains for computer graphics have traditionally been modelled with height fields. In the case of procedurally defined terrains, the height field is generated by a displacement map z
  • A Fast Algorithm for Painterly Rendering on Mobile Devices 

    Mukundan, R.; Han, C. (The Eurographics Association, 2008)
    With the rapid growth of mobile graphics applications, non-photorealistic rendering algorithms developed particularly for devices with limited processor capabilities have become important in the areas of games design and ...
  • Contouring with Uncertainty 

    Osorio, R. S. Allendes; Brodlie, K. W. (The Eurographics Association, 2008)
    The visualization of uncertainty remains one of the major challenges for the visualization community. To achieve this, we need to understand and develop methods that allow us not only to consider uncertainty as an extra ...
  • Image Abstraction by Structure Adaptive Filtering 

    Kyprianidis, Jan Eric; Döllner, Jürgen (The Eurographics Association, 2008)
    In this work we present a framework of automatic non-photorealistic image processing techniques that create simplified stylistic illustrations from color images, videos and 3D renderings. To smooth low-contrast regions ...
  • Segmenting the External Surface of a Human Skull in MR Data 

    Salas, M.; Maddock, S. (The Eurographics Association, 2008)
    A method is presented to extract the outline of the skull region in coronal Magnetic Resonance (MR) images from the Visible Human Project. The starting point is the formulation of a Gradient Vector Flow (GVF) snake extended ...

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