Recent Submissions

  • Improving Interactive Image Segmentation via Appearance Propagation 

    Pan, Wei (The Eurographics Association, 2009)
    We present Propagate-and-Graphcut (PG), a system that improves interactive image segmentation by leveraging the appearance propagation research. Users efforts are minimized, and inaccurate inputs are handled. We show ...
  • A Real-time Interactive Tool for Image Cutout 

    Liu, Chen; Li, Fengxia; Zhang, Yan; Zhan, Shouyi (The Eurographics Association, 2009)
    We present an interactive tool for extracting foreground objects from image in real-time. As seen from the object boundary, the segmentation is to split pixel-pairs right on the boundary. The system utilizes the user input ...
  • Tile-based Image Forces for Active Contours on GPU 

    Kienel, Enrico; Brunnett, Guido (The Eurographics Association, 2009)
    Active contours have been proven to be powerful semiautomatic image segmentation tools. We present an adaptive image force computation scheme in order to minimize both computational and memory requirements. Hence, we are ...
  • Dent Removal: Geodesic Curve-Based Mesh Fairing 

    Pinskiy, Dmitriy (The Eurographics Association, 2009)
    This paper presents a novel mesh fairing method to remove unwanted geometric artifacts such as dents. The key element of the proposed method is our unique algorithm for the assignment of weights in the discrete Laplacian. ...
  • A new Projection Method for Point Set Surfaces 

    Kalbe, Thomas; Fuhrmann, Simon; Uhrig, Stefan; Zeilfelder, Frank; Kuijper, Arjan (The Eurographics Association, 2009)
    A successful approach in triangulating point set surfaces is to apply operations, like a projection operator for advancing front algorithms, directly to Moving-Least Squares (MLS) surfaces. The MLS method naturally handles ...
  • Noise Robust Surface Reconstruction by Combining PU and Graph-cut 

    Nagai, Yukie; Ohtake, Yutaka; Suzuki, Hiromasa (The Eurographics Association, 2009)
    We present a novel method of reconstructing surfaces from 3D scattered points by combining Partition of Unity (PU) and a Graph-cut approach. PU is a local approximation technique, meaning that the surfaces obtained have ...
  • Importance Sampling with Floyd-Steinberg Halftoning 

    Szirmay-Kalos, László; Szécsi, László; Penzov, Anton (The Eurographics Association, 2009)
    This paper proposes a deterministic importance sampling algorithm for complex integrands. The idea is based on the recognition that halftoning algorithms are equivalent to importance sampling if the gray-scale image and a ...
  • Fast Rendering of Particle-Based Fluid by Utilizing Simulation Data 

    Yasuda, Ren; Harada, Takahiro; Kawaguchi, Yoichiro (The Eurographics Association, 2009)
    This paper presents a novel algorithm for efficiently visualizing of particle-based fluid simulation with multiple refractions, especially smoothed particle hydrodynamics(SPH), using data and result of simulation itself. ...
  • A Precalculated Point Set for Caching Shading Information 

    Bikker, Jacco; Reijerse, Roel (The Eurographics Association, 2009)
    In this short paper, we present a caching scheme for low-frequent shading information. The scheme consists of a precalculated, carefully constructed sparse set of points, the density of which adapts to local shading ...
  • Fast Approximation of Multiple Scattering in Inhomogeneous Participating Media 

    Szirmay-Kalos, László; Liktor, Gábor; Umenhoffer, Tamás; Tóth, Balázs (The Eurographics Association, 2009)
    This paper presents a fast approximation for the solution of the radiative transfer equation in inhomogeneous participating media. This scheme traces rays from the point light creating spherical wavefronts. While we march ...
  • Real-time Volumetric Lighting in Participating Media 

    Toth, Balazs; Umenhoffer, Tamas (The Eurographics Association, 2009)
    Simulating light scattering in participating media, such as dust, fog or smoke, can greatly improve the overall realism of the images. This volumetric effect has been well studied in the context of off-line rendering but ...
  • A Cost Metric for Scene-Interior Ray Origins 

    Fabianowski, Bartosz; Fowler, Colin; Dingliana, John (The Eurographics Association, 2009)
    Acceleration structures reducing the number of intersection tests are crucial for high ray tracing performance. The best acceleration structures are currently obtained using the surface area heuristic (SAH) which greedily ...
  • Procedural City Layout Generation Based on Urban Land Use Models 

    Groenewegen, Saskia A.; Smelik, Ruben M.; Kraker, Klaas Jan de; Bidarra, Rafael (The Eurographics Association, 2009)
    Abstract Training and simulation applications in virtual worlds require significant amounts of urban environments. Procedural generation is an efficient way to create such models. Existing approaches for procedural modelling ...
  • Video-Realistic Image-based Eye Animation System 

    Weissenfeld, Axel; Liu, Kang; Ostermann, J. (The Eurographics Association, 2009)
    In this work we elaborate on a novel image-based system for creating video-realistic eye animations to arbitrary spoken output. These animations are useful to give a face to multimedia applications such as virtual operators ...
  • Volume Conserving Simulation of Deformable Bodies 

    Diziol, Raphael; Bender, Jan; Bayer, Daniel (The Eurographics Association, 2009)
    We present a new method for simulating volume conserving deformable bodies using an impulse-based approach. In order to simulate a deformable body a tetrahedral model is generated from an arbitrary triangle mesh. All ...
  • Does Brief Exposure to a Self-avatar Effect Common Human Behaviors in Immersive Virtual Environments? 

    Streuber, Stephan; Rosa, Stephan de la; Trutoiu, Laura; Bülthoff, Heinrich H.; Mohler, Betty J. (The Eurographics Association, 2009)
    A plausible assumption is that self-avatars increase the realism of immersive virtual environments (VEs), because self-avatars provide the user with a visual representation of his/her own body. Consequently having a ...
  • A Dynamic Caching System for Rendering an Animated Crowd in Real-Time 

    Lister, Wayne; Laycock, Robert G.; Day, Andrew M. (The Eurographics Association, 2009)
    We present a method to accelerate the rendering of large crowds of animated characters. Recent trends have seen matrix-palette skinning become the prevalent approach due to its low memory overhead and fully dynamic geometry. ...
  • Levels of Real-Time Crowd Navigation Behaviour in Urban Environments 

    Haciomeroglu, Murat; Laycock, Robert G.; Day, Andrew M. (The Eurographics Association, 2009)
    Continuously increasing interest in real-time crowd simulations motivates researchers from multiple disciplines to investigate more realistic and efficient simulations. Often real-time crowd simulation systems are developed ...
  • Continuous Search and Replace in Vector Graphics 

    Loviscach, Joern (The Eurographics Association, 2009)
    Many types of vector graphics comprise large numbers of almost identical partial shapes such as serifs in typeface design, ornaments in illustrations, and stylistic elements in icon design. As of today, later design changes ...
  • Multisampled Antialiasing of Per-pixel Geometry 

    Schwarz, Michael; Stamminger, Marc (The Eurographics Association, 2009)
    Many algorithms exist which generate per-pixel geometry by selectively discarding fragments generated for a simple bounding geometry. On the other hand, multisampling support has become ubiquitous and is almost free in ...

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