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Interactive Rigging with Intuitive Tools
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Rigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. ...
Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high-frequency ...
Deformable Objects Collision Handling with Fast Convergence
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality ...
Multi-layer Lattice Model for Real-Time Dynamic Character Deformation
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques ...
A Suggestive Interface for Sketch-based Character Posing
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We present a user-friendly suggestive interface for sketch-based character posing. Our interface provides suggestive information on the sketching canvas in succession by combining image retrieval technique with 3D character ...
Towards Automatic Band-Limited Procedural Shaders
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Procedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing ...
Realtime Rendering Glossy to Glossy Reflections in Screen Space
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method ...
Skeleton based Vertex Connection Resampling for Bidirectional Path Tracing
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Bidirectional path tracing is known to perform poorly for the rendering of highly occluded scenes. Indeed, the connection strategy between light and eye subpaths does not take into account the visibility factor, presenting ...
Ray Specialized Contraction on Bounding Volume Hierarchies
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
In this paper we propose a simple but effective method to modify a BVH based on ray distribution for improved ray tracing performance. Our method starts with an initial BVH generated by any state-of-the-art offline algorithm. ...
TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on ...