Now showing items 1-20 of 47

    • Scalable behaviors for crowd simulation 

      Sung, Mankyu; Gleicher, Michael; Chenney, Stephen (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Crowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of ...
    • Measurement-Based Interactive Simulation of Viscoelastic Solids 

      Schoner, Jeffrey L.; Lang, Jochen; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Animation of viscoelastic solids in entertainment and medical applications as well as scientific simulation can be improved through observations of real world objects. This paper presents a method for simulating viscoelastic ...
    • Point Cloud Collision Detection 

      Klein, Jan; Zachmann, Gabriel (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      In the past few years, many efficient rendering and surface reconstruction algorithms for point clouds have been developed. However, collision detection of point clouds has not been considered until now, although this is ...
    • Real-time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects 

      Hasegawa, S.; Sato, M. (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      This paper proposes a new method for real-time rigid body simulations for haptic interactions based on a penalty method regarding contact volume. Analytical methods for calculation of contact forces require too much time ...
    • DiFi: Fast 3D Distance Field Computation Using Graphics Hardware 

      Sud, Avneesh; Otaduy, Miguel A.; Manocha, Dinesh (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      We present an algorithm for fast computation of discretized 3D distance fields using graphics hardware. Given a set of primitives and a distance metric, our algorithm computes the distance field for each slice of a uniform ...
    • Synthesizing Sound from Turbulent Field using Sound Textures for Interactive Fluid Simulation 

      Dobashi, Yoshinori; Yamamoto, Tsuyoshi; Nishita, Tomoyuki (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Sound is an indispensable element for the simulation of a realistic virtual environment. Therefore, there has been much recent research focused on the simulation of realistic sound effects. This paper proposes a method for ...
    • Immersive Integration of Physical and Virtual Environments 

      Fuchs, Henry (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      We envision future work and play environments in which the user's computing interface is more closely integrated with the physical surroundings than today's conventional computer display screens and keyboards.We are working ...
    • Image-based Relighting, and Computer Vision 

      Dutre, Philip (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Image-based techniques have become very popular over the past couple of years. Ranging from modeling to rendering and lighting, the use of images as direct input for graphics algorithms has become as important as processing ...
    • Interference Detection for Subdivision Surfaces 

      Wu, Xiaobin; Peters, Joerg (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Accurate and robust interference detection and ray-tracing of subdivision surfaces requires safe linear approximations. Approximation of the limit surface by the subdivided control polyhedron can be both inaccurate and, ...
    • High Resolution Acquisition, Learning and Transfer of Dynamic 3-D Facial Expressions 

      Wang, Yang; Huang, Xiaolei; Lee, Chan-Su; Zhang, Song; Li, Zhiguo; Samaras, Dimitris; Metaxas, Dimitris; Elgammal, Ahmed; Huang, Peisen (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic ...
    • Optimized Sub-Sampling of Point Sets for Surface Splatting 

      Wu, Jainhua; Kobbelt, Leif (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Using surface splats as a rendering primitive has gained increasing attention recently due to its potential for high-performance and high-quality rendering of complex geometric models. However, as with any other rendering ...
    • VOTS: VOlume doTS as a Point-Based Representation of Volumetric Data 

      Grimm, Soeren; Bruckner, Stefan; Kanitsar, Armin; Groeller, Eduard (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      We present Volume dots (Vots), a new primitive for volumetric data modelling, processing, and rendering. Vots are a point-based representation of volumetric data. An individual Vot is specified by the coefficients of a ...
    • Hierarchical Retargetting of Fine Facial Motions 

      Na, Kyunggun; Jung, Moonryul (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      We present a novel technique for retargetting captured facial animation to new facial models. We use dense motion data that can express fine motions such as wrinkles. We use a normal mesh, which is a special multi-resolution ...
    • Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic - 

      Wald, Ingo; Guenther, Johannes; Slusallek, Philipp (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Photon mapping is one of the most important algorithms for computing global illumination. Especially for efficiently producing convincing caustics, there are no real alternatives to photon mapping. On the other hand, photon ...
    • Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful 

      Bittner, Jiri; Wimmer, Michael; Piringer, Harald; Purgathofer, Werner (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of ...
    • GPU-Based Nonlinear Ray Tracing 

      Weiskopf, Daniel; Schafhitzel, Tobias; Ertl, Thomas (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      In this paper, we present a mapping of nonlinear ray tracing to the GPU which avoids any data transfer back to main memory. The rendering process consists of the following parts: ray setup according to the camera parameters, ...
    • A Progressive Rendering Algorithm Using an Adaptive Perceptually Based Image Metric 

      Farrugia, Jean-Philippe; Peroche, Bernard (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      In this paper, we propose to solve the global illumination problem through a progressive rendering method relying on an adaptive sampling of the image space. The refinement of this sample scheme is driven by an image metric ...
    • Hardware-Accelerated Rendering of Photo Hulls 

      Li, Ming; Magnor, Marcus; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      This paper presents an efficient hardware-accelerated method for novel view synthesis from a set of images or videos. Our method is based on the photo hull representation, which is the maximal photo-consistent shape. We ...
    • Deferred Splatting 

      Guennebaud, Gael; Barthe, Loic; Paulin, Mathias (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of ...
    • Exchanging Faces in Images 

      Blanz, Volker; Scherbaum, Kristina; Vetter, Thomas; Seidel, Hans-Peter (The Eurographics Association and Blackwell Publishing, Inc, 2004)
      Pasting somebody's face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from the same viewpoint and with the same illumination. ...