Now showing items 1-20 of 46

    • Adaptive Progressive Vertex Tracing for Interactive Reflections 

      Ullmann, Thomas; Schmidt, Alexander; Beier, Daniel; Bruderlin, Beat (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 ...
    • Fractal approximation of surfaces based on projected IFS attractors 

      Guerin, Eric; Tosan, Eric; Baskurt, Atilla (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 ...
    • Warped Textures for UV Mapping Encoding 

      Sorkine, Olga; Cohen-Or, Daniel (Eurographics Association, 2001)
      This paper introduces an implicit representation of the u; v texture mapping. Instead of using the traditional explicit u; v mapping coordinates, a non-distorted piecewise embedding of the triangular mesh is created, on ...
    • Real-Time Procedural Animation of Trees 

      Barron, Jeremy T.; Sorge, Brian P.; Davis, Timothy A. (Eurographics Association, 2001)
      Creating models of living flora, such as trees and grass, has been a challenge in computer graphics for many years. Animating these objects to move realistically in reaction to natural phenomena, such as wind and rain, ...
    • Improved Rendering with Dégradé 

      Boyer, Vincent; Sobczyk, Dominique; Bourdin, Jean-Jacques (Eurographics Association, 2001)
      In most paintboxes drawing (and filling) the picture and render the picture are two different steps and tools. Dégradé presents an efficient filling rendering tool: an efficient collection of effect filling. In Dégradé the ...
    • Virtual Actors’ Behaviour for 3D Interactive Storytelling 

      Cavazza, Marc; Charles, Fred; Mead, Steven J.; Strachan, Alexander I. (Eurographics Association, 2001)
      In this paper, we describe a method for implementing intelligent behaviour for artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the Unreal™ game engine ...
    • Local Versus Global Triangulations 

      Linsen, Lars; Prautzsch, Hartmut (Eurographics Association, 2001)
      Free form surfaces are commonly represented by triangular or quadrilateral meshes. Often these meshes are obtained from unorganized point sets sampled from some object’s surface. We show that local rather than global ...
    • Data driven motion transitions for interactive games 

      Mizuguchi, Mark; Buchanan, John; Calvert, Tom (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 ...
    • 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 ...
    • 3dml: A Language for 3D Interaction Techniques 

      Figueroa, Pablo; Green, Mark; Hoover, H. James (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 ...
    • Scalable Impressionist Rendering 

      Atencia, A.; Bourdin, Jean-Jacques; Boyer, V.; Pissard, T.; Sobczyk, D. (Eurographics Association, 2001)
      The painted impressionist technique produces scale based effects: the far range vision is almost realistic while the close vision is blurred. In NPR, Impressionist Renderers are mainly based on a medium range vision. A ...
    • 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, ...
    • 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 ...
    • 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 ...
    • CORBA Visualization Platform 

      Benoist, Thierry; Hewitt, W. T.; John, Nigel W. (Eurographics Association, 2001)
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    • 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 ...
    • Simplification of implicit skeletal models 

      Lucas, Laurent; Prevost, Stephanie (Eurographics Association, 2001)
      In this paper, we describe a hierarchical representation of unions of balls (UoB) applied to volume graphics. We present an algorithm that generates stable implicit volumes at different levels of resolution in the form of ...