Now showing items 801-820 of 2886

    • Texturing Calibrated Head Model from Images 

      Lempitsky, Victor; Ivanov, Denis; Kuzmin, Yevgeniy (Eurographics Association, 2002)
      In this paper we address a well-known problem of producing an animated model of a human head from a pair of orthogonal photographs and present a new technique of generating consistent high-quality texture for a polygonal ...
    • Adaptive Tessellation for Trimmed NURBS Surface 

      YingLiang, Ma; Hewitt, Terry (Eurographics Association, 2002)
      We present an adaptive method for tessellating the trimmed NURBS surface in the parametric domain. Given a model space tolerance ε, the algorithm first splits the NURBS surface in both the U and V directions to fit within ...
    • Frame-Coherent Stippling 

      Meruvia Pastor, Oscar E.; Strothotte, Thomas (Eurographics Association, 2002)
      Stippling is an artistic rendering technique where shading and texture is given by placing points or stipples on the canvas until the desired darkness is achieved. Computer-generated stippling has focused on producing high ...
    • Adaptive Compression of Human Animation Data 

      Ahmed, Amr Adel Hassan; Hilton, Adrian; Mokhtarian, Farzin (Eurographics Association, 2002)
      In this paper we introduce an adaptive motion compression technique using the discrete wavelet transform. Based on the analysis of human animation data, and its frequency contents, the wavelet analysis is utilised to achieve ...
    • From Textual Chats to Interest Groups in 3D Virtual Space 

      Masa, Michal; Zara, Jiri (Eurographics Association, 2002)
      While the textual chat is a highly popular tool for various kinds of social interactions, its extension to the visual three-dimensional domain remains almost untouched and without practical utilization yet. This paper ...
    • Normal Enhancement for Interactive Non-photorealistic Rendering 

      Cignoni, Paolo; Scopigno, Roberto; Tarini, Marco (Eurographics Association, 2002)
      We present a simple technique to improve the perception of shape of an object. Bump mapping is well-known in the computer graphics community for providing the impression of small-scale geometrical features (which actually ...
    • View Interpolation for Dynamic Scenes 

      Xiao, Jiangjian; Rao, Cen; Shah, Mubarak (Eurographics Association, 2002)
      This paper describes a novel technique for synthesizing a dynamic scene from two images without the use of a 3D model. A scene containing rigid or non-rigid objects, in which each object can move in any orientation or ...
    • Function-defined shape node for VRML 

      Lai, Feng Min; Sourin, Alexei (Eurographics Association, 2002)
      This paper describes how the web-based visualisation can be greatly improved using the function-based shape modelling technique. We propose the function-defined VRML shape node, which allows the content creators to describe ...
    • Measuring and Rendering Art Paintings Using an RGB Camera 

      Tominaga, Shoji; Tanaka, Norihiro (Eurographics Association, 2002)
      A method is proposed for measuring and rendering of art paints by using the simple system of an RGB camera only. The surface shape of an art painting is considered as a rough plane rather than a three-dimensional curved ...
    • Reverse Diffusion for Smooth Buildup of Progressivly Transmitted Geometry 

      Buelow, Thomas (Eurographics Association, 2002)
      In this paper we consider 3D object surfaces which can be represented as scalar functions defined on the sphere. These objects can be modeled as series of spherical harmonic functions. A simple progressive transmission ...
    • Interactive Visualization with Programmable Graphics Hardware 

      Ertl, Thomas (Eurographics Association, 2002)
      One of the main scientific goals of visualization is the development of algorithms and appropriate data models which facilitate interactive visual analysis and direct manipulation of the increasingly large data sets which ...
    • 3D Scanning Technology: Capabilities and Issues 

      Scopigno, Roberto (Eurographics Association, 2002)
      The recent evolution of graphics technology makes it possible to manage very complex models on inexpensive platforms. These impressive rendering capabilities should be paired with detailed and accurate digital models. The ...
    • Artificial Animals and Humans: From Physics to Intelligence 

      Terzopoulos, Demetri (Eurographics Association, 2002)
      The confluence of virtual reality and artificial life, an emerging discipline that spans the computational and biological sciences, has yielded synthetic worlds inhabited by realistic, artificial flora and fauna. Artificial ...
    • Eurographics 2002 - Presentation of European Groups doing Computer Graphics Research 

      Unknown author (Eurographics Association, 2002)
      This brochure contains a concentrated description of many European Computer Graphics research labs. It was produced to accompany a track of lab presentations at the annual conference Eurographics’2002 in Saarbrücken in ...
    • Inhabited Virtual Heritage 

      Magnenat-Thalmann, Nadia; Chalmers, Alan; Thalmann, Daniel (Eurographics Association, 2001)
      Two techniques depending on the interest – accuracy and precision of the obtained object model shapes, • CAD systems, medical application. – visual realism and speed for animation of the reconstructed models, • internet ...
    • Interactive Simulation for Multimodal Virtual Environments 

      Pai, Dinesh K. (Eurographics Association, 2001)
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    • Data Mining and Visualization of High Dimensional Datasets 

      Inselberg, Alfred (Eurographics Association, 2001)
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    • Clifford Algebra, Clifford Analysis and Applications in Physics and Visualization 

      Scheuermann, Gerik; Hagen, Hans (Eurographics Association, 2001)
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    • SVG Primer 

      Duce, David (Eurographics Association, 2001)
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    • Collision Handling for Virtual Environments 

      O’Sullivan, Carol; Dingliana, John; Ganovelli, Fabio; Bradshaw, Gareth (Eurographics Association, 2001)
      An efficient and realistic collision handling mechanism is fundamental to any physically plausible Virtual Environment. In this tutorial, we will first examine the applications of collision handling, and introduce the open ...