Now showing items 21-40 of 54

    • Bidirectional Search for Interactive Motion Synthesis 

      Lo, Wan-Yen; Zwicker, Matthias (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present an approach to improve the search efficiency for near-optimal motion synthesis using motion graphs. An optimal or near-optimal path through a motion graph often leads to the most intuitive result. However, finding ...
    • Human Motion Synthesis with Optimization-based Graphs 

      Ren, Cheng; Zhao, Liming; Safonova, Alla (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Continuous constrained optimization is a powerful tool for synthesizing novel human motion segments that are short. Graph-based motion synthesis methods such as motion graphs and move trees are popular ways to synthesize ...
    • Synthesis of Responsive Motion Using a Dynamic Model 

      Ye, Yuting; Liu, C. Karen (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Synthesizing the movements of a responsive virtual character in the event of unexpected perturbations has proven a difficult challenge. To solve this problem, we devise a fully automatic method that learns a nonlinear ...
    • A Data-driven Segmentation for the Shoulder Complex 

      Hong, Q Youn; Park, Sang Il; Hodgins, Jessica K. (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      The human shoulder complex is perhaps the most complicated joint in the human body being comprised of a set of three bones, muscles, tendons, and ligaments. Despite this anatomical complexity, computer graphics models for ...
    • Mesh Decomposition with Cross-Boundary Brushes 

      Zheng, Youyi; Tai, Chiew-Lan (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present a new intuitive UI, which we call cross-boundary brushes, for interactive mesh decomposition. The user roughly draws one or more strokes across a desired cut and our system automatically returns a best cut running ...
    • Mesh Snapping: Robust Interactive Mesh Cutting Using Fast Geodesic Curvature Flow 

      Zhang, Juyong; Wu, Chunlin; Cai, Jianfei; Zheng, Jianmin; Tai, Xue-cheng (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      This paper considers the problem of interactively finding the cutting contour to extract components from a given mesh. Some existing methods support cuts of arbitrary shape but require careful and tedious input from the ...
    • Rendering Wave Effects with Augmented Light Field 

      Oh, Se Baek; Kashyap, Sriram; Garg, Rohit; Chandran, Sharat; Raskar, Ramesh (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Ray-based representations can model complex light transport but are limited in modeling diffraction effects that require the simulation of wavefront propagation. This paper provides a new paradigm that has the simplicity ...
    • Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes 

      Wang, Yajun; Wang, Jiaping; Holzschuch, Nicolas; Subr, Kartic; Yong, Jun-Hai; Guo, Baining (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our ...
    • Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF 

      Bruneton, Eric; Neyret, Fabrice; Holzschuch, Nicolas (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave ...
    • Optimizing Photo Composition 

      Liu, Ligang; Chen, Renjie; Wolf, Lior; Cohen-Or, Daniel (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Aesthetic images evoke an emotional response that transcends mere visual appreciation. In this work we develop a novel computational means for evaluating the composition aesthetics of a given image based on measuring several ...
    • Seamless Montage for Texturing Models 

      Gal, Ran; Wexler, Yonatan; Ofek, Eyal; Hoppe, Hugues; Cohen-Or, Daniel (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present an automatic method to recover high-resolution texture over an object by mapping detailed photographs onto its surface. Such high-resolution detail often reveals inaccuracies in geometry and registration, as ...
    • Heat Transfer Simulation for Modeling Realistic Winter Sceneries 

      Marechal, N.; Guerin, E.; Galin, E.; Merillou, S.; Merillou, N. (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      This paper presents a physically based method for simulating the heat transfers between the different environmental elements to synthesize realistic winter sceneries. We simulate the snow fall over the ground, as well as ...
    • Puzzle-like Collage 

      Goferman, Stas; Tal, Ayellet; Zelnik-Manor, Lihi (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Collages have been a common form of artistic expression since their first appearance in China around 200 BC. Recently, with the advance of digital cameras and digital image editing tools, collages have gained popularity ...
    • Continuum Traffic Simulation 

      Sewall, J.; Wilkie, D.; Merrell, P.; Lin, M. C. (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present a novel method for the synthesis and animation of realistic traffic flows on large-scale road networks. Our technique is based on a continuum model of traffic flow we extend to correctly handle lane changes and ...
    • Procedural Generation of Roads 

      Galin, E.; Peytavie, A.; Marechal, N.; Guerin, E. (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      In this paper, we propose an automatic method for generating roads based on a weighted anisotropic shortest path algorithm. Given an input scene, we automatically create a path connecting an initial and a final point. The ...
    • gProximity: Hierarchical GPU-based Operations for Collision and Distance Queries 

      Lauterbach, C.; Mo, Q.; Manocha, D. (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present novel parallel algorithms for collision detection and separation distance computation for rigid and deformable models that exploit the computational capabilities of many-core GPUs. Our approach uses thread and ...
    • Practical quad mesh simplification 

      Tarini, Marco; Pietroni, Nico; Cignoni, Paolo; Panozzo, Daniele; Puppo, Enrico (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      In this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of ...
    • Global Illumination Compensation for Spatially Augmented Reality 

      Sheng, Yu; Yapo, Theodore C.; Cutler, Barbara (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      When projectors are used to display images on complex, non-planar surface geometry, indirect illumination between the surfaces will disrupt the final appearance of this imagery, generally increasing brightness, decreasing ...
    • Exact and Robust (Self-)Intersections for Polygonal Meshes 

      Campen, Marcel; Kobbelt, Leif (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present a new technique to implement operators that modify the topology of polygonal meshes at intersections and self-intersections. Depending on the modification strategy, this effectively results in operators for ...
    • Implicit Blending Revisited 

      Bernhardt, Adrien; Barthe, Loic; Cani, Marie-Paule; Wyvill, Brian (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Blending is both the strength and the weakness of functionally based implicit surfaces (such as F-reps or soft-objects). While it gives them the unique ability to smoothly merge into a single, arbitrary shape, it makes ...