Now showing items 41-60 of 63

    • Approximated View Reconstruction Using Precomputed ID-Bitfields 

      Meruvia Pastor, Oscar E.; Strothotte, Thomas (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 ...
    • A Simple Validity Condition for B-Spline Hyperpatches 

      Conde Rodriguez, Francisco de Asis; Torres Cantero, Juan Carlos (Eurographics Association, 2001)
      The use of hyperpatches as a method for solid modelling has a problem: the validity of the model is not guaranteed. The problem of ensuring the validity of hyperpatch representations of solids is discussed in this work, ...
    • Approximated Phong Shading by using the Euler Method 

      Hast, Anders; Barrera, Tony; Bengtsson, Ewert (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 ...
    • Piecewise Constant Conic Sections for Accelerated Volume Density Rendering 

      Hougs, Roland B.; Day, A. M. (Eurographics Association, 2001)
      In order to accelerate the rendering of volumetric shadows, we propose a new technique which builds sets of conic volumes to approximate the shape of shadows in a participating medium. The novelty of our approach is notably ...
    • HYPER MASK – Projecting a Virtual Face onto a Moving Real Object 

      Morishima, Shigeo; Yotsukura, T.; Nielsen, F.; Binsted, K.; Pinhanez, C. (Eurographics Association, 2001)
      HYPERMASK is a system which projects an animated face onto a physical mask, worn by an actor. As the mask moves within a prescribed area, its position and orientation are detected by a camera, and the projected image changes ...
    • Deformable Terrain Generation for Real-time Strategy Game 

      Davison, Christopher; Tang, Wen (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 ...
    • Constructive Hypervolume Textures 

      Schmitt, B.; Pasko, A.; Adzhiev, V.; Schlick, C. (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 ...
    • Parametric Motion Blending through Wavelet Analysis 

      Ahmed, Amr; Mokhtarian, Farzin; Hilton, Adrian (Eurographics Association, 2001)
      This paper shows how multiresolution blending can be employed with time-warping for realistic parametric motion generation from pre-stored motion data. The goal is to allow the animator to define the desired motion using ...
    • Towards Rapid Reconstruction for Animated Ray Tracing 

      Lext, Jonas; Akenine-Möller, Tomas (Eurographics Association, 2001)
      This article discusses methods for avoiding that the reconstruction of the acceleration data structure becomes a bottleneck in animated or interactive ray tracing. Situations in which this could occur include trying to ...
    • Volumetric Model Repair for Virtual Reality Applications 

      Kolb, Andreas; John, Lars (Eurographics Association, 2001)
      Repairing Virtual Reality (VR) models is a challenge for productive applications. This paper describes a fast implementation of Nooruddin and Turk’s ray-stabbing method 14 based on standard graphics hardware. Raystabbing ...
    • A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling 

      Kelemen, Csaba; Szirmay-Kalos, Laszlo (Eurographics Association, 2001)
      This paper presents a BRDF model based on the analysis of the photon collisions with the microfacets of the surface. The new model is not only physically plausible, i.e. symmetric and energy conserving, but provides other ...
    • Gaze-Contingent Level Of Detail Rendering 

      Murphy, Hunter; Duchowski, Andrew T. (Eurographics Association, 2001)
      The contributions of this paper are the development and evaluation of a nonisotropic model-based Level Of Detail (LOD) rendering technique for gaze-contingent viewing of multiresolution meshes. A high resolution portion ...
    • Collision Detection for Continuously Deforming Bodies 

      Larsson, Thomas; Akenine-Möller, Tomas (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 ...
    • Managing Gigabyte Virtual EnvironmentWalkthrough 

      Shou, Lidan; Chionh, Jason; Huang, Zhiyong; Ruan, Yixin; Tan, Kian-Lee (Eurographics Association, 2001)
      In this paper, we study the problem of interactive walkthrough of a large virtual environment (VE) where the data representing 3D virtual objects can not reside completely in the main memory. We tap into the wealth of ...
    • Game Based Interfaces 

      Diener, Holger; Schumacher, Hagen (Eurographics Association, 2001)
      Complex menu and dialog structures prevent users from working intuitively with standard applications. In this paper, a new kind of user interface is suggested based on concepts of computer games. Defining a new structure ...
    • An Improved Spacetime Ray Tracing System for the Visualization of Relativistic Effects 

      Li, Jiang; Shum, Heung-Yeung; Peng, Qunsheng (Eurographics Association, 2001)
      Traditional ray tracing methods are based on Newton’s classical mechanics. They cannot reproduce the visual phenomena of high-speed motion. In this paper, we develop an improved spacetime ray tracing system, which provides ...
    • N-Adic Subdivision Schemes for Local Mesh Deformation 

      Salomon, Gabriel; Leclerq, Antoine; Akkouche, Samir; Galin, E. (Eurographics Association, 2001)
      This paper presents an interpolating subdivision scheme based on an N-adic decomposition of the parameter space. This approach enables us to locally deform the surface according to a modification of the normals at the ...
    • Space-Time Hierarchical Radiosity with Clustering and Higher-OrderWavelets 

      Damez, Cyrille; Holzschuch, Nicolas; Sillion, Francois X. (Eurographics Association, 2001)
      We address in this paper the issue of computing global illumination solutions for animation sequences. The principal difficulties lie in the computational complexity of global illumination, emphasized by the movement of ...
    • Animation of Facial Expressions by Physical Modeling 

      Zhang, Yu; Prakash, Edmond C.; Sung, Eric (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 ...
    • Interactive 3D Modeling in the Inception Phase of Architectural Design 

      de Vries, B.; Jessurun, A.J.; van Wijk, J.J. (Eurographics Association, 2001)
      In architectural design 3D modeling in the inception phase is up to now not supported in CAD. Moreover 3D modeling is still far from intuitive with the common interface techniques. This paper introduces a 3D modeling tool ...