Now showing items 1-11 of 11

    • Backwards Memory Allocation and Improved OIT 

      Knowles, Pyarelal; Leach, Geoff; Zambetta, Fabio (The Eurographics Association, 2013)
      Order independent transparency (OIT) is a graphics technique which sorts surfaces per-pixel for correct alpha blending. The sorting stage requires relatively large amounts of temporary memory in shaders that is usually ...
    • Bezier Crust on Quad Subdivision Surface 

      Wang, Jianzhong; Cheng, Fuhua (The Eurographics Association, 2013)
      Subdivision surfaces have been widely used in computer graphics and can be classified into two categories, approximating and interpolatory. Representative approximating schemes are Catmull-Clark (quad) and Loop (triangular). ...
    • Component-aware Semantic Modeling of Architectures from a Single Image 

      Hou, Fei; Zhao, Qinping; Qi, Yue; Qin, Hong (The Eurographics Association, 2013)
      This paper advocates a new component-aware framework to reconstruct 3D architecture from a single image. Different from existing work, our motivation is to obtain a complete set of semantically-correct 3D architectural ...
    • Exploring Volume Visualization with Whole-hand Multitouch Gestures 

      Yan, Xiaoqi; Song, Peng; Fu, Chi-Wing; Goh, Wooi Boon; Ma, Kwan-Liu (The Eurographics Association, 2013)
      Exploded views and cutaway views have been demonstrated to be powerful visualization techniques to explore the complex internal structures in 3D volume data. Current approaches for creating them are mainly based on algorithms ...
    • Fast Random Sampling of Triangular Meshes 

      Sik, Martin; Krivanek, Jaroslav (The Eurographics Association, 2013)
      We present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a two-dimensional texture. Efficiency is achieved by resampling the density texture ...
    • An Improved Friction Model for Cloth Simulation 

      Wong, Tszho H.; Leach, Geoff; Zambetta, Fabio (The Eurographics Association, 2013)
      Friction is a complex phenomenon that resists tangential motion between two contacting objects. In computer graphics, existing cloth simulation methods have typically used a Coulomb model for friction, both static and ...
    • Intelligent Interactive Volume Classification 

      Grau, Sergi; Puig, Anna; Escalera, Sergio; Salamó, Maria (The Eurographics Association, 2013)
      This paper defines an intelligent and interactive framework to classify multiple regions of interest from the original data on demand, without requiring any preprocessing or previous segmentation. The proposed intelligent ...
    • Interactive Exploration of 4D Geometry with Volumetric Halos 

      Wang, Weiming M.; Yan, Xiaoqi Q.; Fu, Chi-Wing; Hanson, Andrew J.; Heng, Pheng Ann (The Eurographics Association, 2013)
      Halos have been employed as a compelling illustrative hint in many applications to promote depth perception and to emphasize occlusion effects among projected objects. We generalize the application of halo methods from the ...
    • Modeling Large Scale Clouds from Satellite Images 

      Yuan, Chunqiang; Liang, Xiaohui; Hao, Shiyu; Yang, Guang (The Eurographics Association, 2013)
      Visualization of satellite cloud images plays an important role in atmosphere analysis and weather prediction. However, reconstruction of meaningful 3D clouds is a challenging problem due to the 2D nature of the input data. ...
    • Non-rigid 3D Shape Retrieval via Sparse Representation 

      Wan, Lili; Li, Shuai; Miao, Zhenjiang J.; Cen, Yigang G. (The Eurographics Association, 2013)
      Shape descriptor design is an important but challenging problem for non-rigid 3D shape retrieval. Recently, bagof- words based methods are widely used to integrate a model's local shape descriptors into a global histogram. ...
    • Video-Realistic Inner Mouth Reanimation 

      Kawai, Masahide; Iwao, Tomoyori; Maejima, Akinobu; Morishima, Shigeo (The Eurographics Association, 2013)
      We propose a novel post-effect method that can make an existing speech animation video-realistic by generating an inner mouth appearance that is tailored to the speaker. The automatic generation of photorealistic inner ...