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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 ...
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 ...
Warped Textures for UV Mapping Encoding
(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
(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
(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
(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
(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
(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
(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
(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 ...