Browsing EG2001 by Title
Now showing items 1-20 of 63
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3dml: A Language for 3D Interaction Techniques
(Eurographics Association, 2001)We present 3dml, a markup language for 3D interaction techniques and virtual environment applications that involve non-traditional devices. 3dml has two main purposes: readability and rapid development. Designers can read ... -
Adaptive Progressive Vertex Tracing for Interactive Reflections
(Eurographics Association, 2001)This paper presents an approach for real-time rendering of physically accurate reflection effects in virtual environments. We apply a hybrid rendering of an OpenGL-generated scene, blended with correct reflection characteristics ... -
Animating cuts with on-the-fly re-meshing
(Eurographics Association, 2001)The problem of defining a model for deformable objects which allows the user to perform cuts is still open. Generally speaking, the reason is that such a task affects the connectivity and the topology of the mesh, while ... -
Animation of Facial Expressions by Physical Modeling
(Eurographics Association, 2001)In this paper, we propose a physically-based 3D dynamic facial model based on anatomical knowledge for realistic facial expression animation. The facial model incorporates a physically-based approximation to facial skin ... -
Answering to What is the criterion? questions using integral geometry tools
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Approximated Phong Shading by using the Euler Method
(Eurographics Association, 2001)After almost three decades and several improvements, Gouraud shading is still more often used for interactive computer graphics than Phong shading. One of the main reasons for this is of course that Phong shading is ... -
Approximated View Reconstruction Using Precomputed ID-Bitfields
(Eurographics Association, 2001)A technique is presented to construct arbitrary views of a model by using previously computed views. The technique is simple to implement, completely general for polygonal models and can be used within object hierarchies ... -
Are Points the Better Graphics Primitives?
(Eurographics Association, 2001)Since the early days of graphics the computer based representation of three-dimensional geometry has been one of the core research fields. Today, various sophisticated geometric modelling techniques including NURBS or ... -
Artist Driven Expressive Graphics
(Eurographics Association, 2001)Current methods in non-photorealistic graphics can place a heavy emphasis on the algorithm, as opposed to the artist. In this paper, we analyse these trends, and present a conceptual framework for putting control back in ... -
Automatic Animated Face Modeling Using Multiview Video
(Eurographics Association, 2001)An image-based 3-D modeling system is presented in this paper. Our modeling system consists of three main stages: camera calibration, depth estimation and 3-D geometry reconstruction. All of these steps are executed ... -
Clifford Algebra, Clifford Analysis and Applications in Physics and Visualization
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Collision Detection for Continuously Deforming Bodies
(Eurographics Association, 2001)Fast and accurate collision detection between geometric bodies is essential in application areas like virtual reality, animation, simulation, games and robotics. In this work, we address the collision detection problem in ... -
Collision Handling for Virtual Environments
(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 ... -
Complexity Reduction of Catmull-Clark/Loop Subdivision Surfaces
(Eurographics Association, 2001)By applying a filter this algorithm can reduce the number of polygons generated by subdividing a mesh dynamically. This algorithm is designed especially for real-time engines where the geometrical complexity is critical. ... -
Constructive Hypervolume Textures
(Eurographics Association, 2001)The concept of solid texturing is extended in two directions: constructive modeling of space partitions for texturing and modeling of multidimensional textured objects called hypervolumes. A hypervolume is considered as a ... -
Data driven motion transitions for interactive games
(Eurographics Association, 2001)In 3D video games that employ human characters, a series of animations is required to display a character’s motion. The current approach is to use stored animation sequences, either motion captured or hand animated, and ... -
Deformable Terrain Generation for Real-time Strategy Game
(Eurographics Association, 2001)In this paper, we present a system that has the ability to deform terrain for Real-time Strategy Game with general PC hardware specifications. Various effects could be simulated in real-time such as raising and lowering ... -
Fractal approximation of surfaces based on projected IFS attractors
(Eurographics Association, 2001)A method for approximating smooth or rough surfaces defined in R3 is introduced. A fractal model called projected IFS model allows the extension of the iteration space to a barycentric space Rn2 by enriching the classical ...