Short Presentations: Recent submissions
Now showing items 1-20 of 46
-
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 ... -
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 ... -
Mayhem in Online Game and Virtual Environment Development
(Eurographics Association, 2001)We present Mayhem, which is a prototype of a Massive Online Role Playing Game (MORPG), where novel research in the field of Virtual Environments (VEs) is combined with the requirements of online games. This results in a ... -
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. ... -
Individualising Human Animation Models
(Eurographics Association, 2001)Realistic human body animation requires accurate body geometry, realistic textures and believable behaviours. Existing human animation models provide excellent tools to control articulated motion and body surface deformations ... -
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 ... -
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, ... -
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 ... -
Metaprogramming for the Generation of Nonparametric Curves
(Eurographics Association, 2001)One of the most important functions of paintboxes is drawing curves. These primitives have been programmed and the user can never add a new program which computes the discrete points of a given function. Using metaprogramming ... -
A Visualization System for the Clinical Evaluation of Cerebral Aneurysms from MRA Data
(Eurographics Association, 2001)This paper details a work-in-progress application under development as part of a clinical visualization project. The software has been designed to meet the specific needs of interventional neuro-radiologists evaluating the ... -
Redirected Walking
(Eurographics Association, 2001)Redirected Walking, a new interactive locomotion technique for virtual environments (VEs), captures the benefits of real walking while extending the possible size of the VE. Real walking, although natural and producing a ... -
Improvement of the printing model in multi-colored and multi-woodblock virtual printing
(Eurographics Association, 2001)In this paper, we propose a physically based model for the printing process in the virtual woodblock printing for improvement of printing quality. Virtual printing is a simulation of real printing using “woodblocks”, “a ... -
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 ... -
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 ... -
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 ... -
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 ... -
Scalable Impressionist Rendering
(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 ... -
Simplification of implicit skeletal models
(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 ...