Now showing items 41-57 of 57

    • A Dynamic Motion Control Technique for Human-like Articulated Figures 

      Oshita, Masaki; Makinouchi, Akifumi (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified ...
    • A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence 

      Halper, Nicolas; Helbing, Ralf; Strothotte, Thomas (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Many computer games treat the user in the "1st person" and bind the camera to his or her view. More sophistication in a game can be achieved by enabling the camera to leave the users' viewpoint. This, however, requires new ...
    • Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine 

      Freudenberg, Bert; Masuch, Maic; Strothotte, Thomas (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      In this paper we show how a game engine designed to generate photorealistic images can be extended to produce non-photorealistic and hybrid renditions. We introduce new hardware-based methods to accomplish pen-and-ink ...
    • On-the-Fly Processing of Generalized Lumigraphs 

      Schirmacher, Hartmut; Ming, Li; Seidel, Hans-Peter (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We introduce a flexible and powerful concept for reconstructing arbitrary views from multiple source images on the fly. Our approach is based on a Lumigraph structure with per-pixel depth values, and generalizes the classical ...
    • Interactive Rendering with Coherent Ray Tracing 

      Wald, Ingo; Slusallek, Philipp; Benthin, Carsten; Wagner, Markus (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray ...
    • Perceptually Guided Corrective Splatting 

      Haber, Jorg; Myszkowski, Karol; Yamauchi, Hitoshi; Seidel, Hans-Peter (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      One of the basic difficulties with interactive walkthroughs is the high quality rendering of object surfaces with non-diffuse light scattering characteristics. Since full ray tracing at interactive rates is usually impossible, ...
    • Tour Into the Picture using a Vanishing Line and its Extension to Panoramic Images 

      Kang, Hyung Woo; Pyo, Soon Hyoung; Anjyo, Ken-ichi; Shin, Sung Yong (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Tour into the picture (TIP) proposed by Horry et al.13 is a method for generating a sequence of walk-through images from a single reference picture (or image). By navigating a 3D scene model constructed from the picture, ...
    • Drawing for Illustration and Annotation in 3D 

      Bourguignon, David; Cani, Marie-Paule; Drettakis, George (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We present a system for sketching in 3D, which strives to preserve the degree of expression, imagination, and simplicity of use achieved by 2D drawing. Our system directly uses user-drawn strokes to infer the sketches ...
    • The Synthesis of Rock Textures in Chinese Landscape Painting 

      Way, Der-Lor; Shih, Zen-Chung (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      In Chinese landscape painting, rock textures portray the orientation of mountains and contribute to the atmosphere. Many landscape-painting skills are required according to the type of rock. Landscape painting is the major ...
    • PC-based Real-time Texture Painting on Real World Objects 

      Iwakiri, Yuya; Kaneko, Toyohisa (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      The problem of texture mapping on real world objects has attracted attention11,8 recently. A work by Lensch et al.9 addressed the problem of locating a camera position in the celestial sphere and then mapping the acquired ...
    • Texture Mapping with Hard Constraints 

      Eckstein, Ilya; Surazhsky, Vitaly; Gotsman, Craig (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We show how to continuously map a texture onto a 3D triangle mesh when some of the mesh vertices are constrained to have given (u, v) coordinates. This problem arises frequently in interactive texture mapping applications ...
    • Horizon Map Capture 

      Rushmeier, Holly; Balmelli, Laurent; Bernardini, Fausto (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      We present a method for computing horizon maps from captured images of a bumpy surface. 1Horizon maps encode surface self-shadowing effects, and can be used with bump or normals maps to realistically render surfaces with ...
    • Animation of Soap Bubble Dynamics, Cluster Formation and Collision 

      Durikovic, Roman (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      What is happening when a soap bubble floats on the air? How do bubbles coalesce to form beautiful three-dimensional clusters? The physical-based model and animation described herein provide the answers. This paper deals ...
    • Real-Time Cloud Rendering 

      Harris, Mark J.; Lastra, Anselmo (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      This paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games. It provides a cloud shading algorithm that approximates multiple forward scattering in a preprocess, and ...
    • Fast simulation and rendering techniques for fluid objects 

      Kunimatsu, A.; Watanabe, Y.; Fujii, H.; Saito, T.; Hiwada, K.; Takahashi, T.; Ueki, H. (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Movies with actions and light effects of fluid objects are aesthetically pleasing and interesting. Until now, the calculation costs of simulation and rendering of fluid objects have been very high. Using a modern PC system ...
    • Rapid High Quality Compression of Volume Data for Visualization 

      Nguyen, Ky Giang; Saupe, Dietmar (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      Volume data sets resulting from, e.g., computerized tomography (CT) or magnetic resonance (MR) imaging modalities require enormous storage capacity even at moderate resolution levels. Such large files may require compression ...
    • Linear Interval Estimations for Parametric Objects Theory and Application 

      Buehler, Katja (Blackwell Publishers Ltd and the Eurographics Association, 2001)
      The new concept of parametrized bounding volumes for parametric objects is proposed to replace the common compact bounding volumes like axis aligned bounding boxes and parallelepipeds. Linear Interval Estimations (LIEs) ...