Now showing items 9-14 of 14

    • Point-Based Rendering of Non-Manifold Surfaces 

      Balsys, Ron J.; Suffern, K. G.; Jones, Huw (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We are concerned with producing high-quality images of parametric and implicit surfaces, in particular those with non-manifold features. We present a point-based technique for rendering implicit surfaces that uses octree ...
    • Pressing: Smooth Isosurfaces with Flats from Binary Grids 

      Chica, A.; Williams, J.; Andujar, C.; Brunet, P.; Navazo, I.; Rossignac, J.; Vinacua, A. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We explore the automatic recovery of solids from their binary volumetric discretizations. In particular, we propose an approach, called Pressing, for smoothing isosurfaces extracted from binary volumes while recovering ...
    • Real-Time GPU Silhouette Refinement using Adaptively Blended Bezier Patches 

      Dyken, C.; Reimers, M.; Seland, J. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth ...
    • A Sketch-Based User Interface for Reconstructing Architectural Drawings 

      Lee, Sangwon; Feng, David; Grimm, Cindy; Gooch, Bruce (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present a framework for interactive sketching that allows users to create three-dimensional (3D) architectural models quickly and easily from a source drawing. The sketching process has four steps. (1) The user calibrates ...
    • Table of Contents, Cover 

      Unknown author (The Eurographics Association and Blackwell Publishing Ltd, 2008)
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    • Volume and Isosurface Rendering with GPU-Accelerated Cell Projection* 

      Marroquim, R.; Maximo, A.; Farias, R.; Esperanca, C. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      We present an efficient Graphics Processing Unit GPU-based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU-GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 ...