Short Presentations: Recent submissions
Now showing items 21-40 of 46
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Post-rendering Composition for 3D Scenes
(Eurographics Association, 2001)In traditional art a painter displays a 3D scene on a 2D image plane in a manner that is aesthetically pleasing. The arrangement of objects and colors is called composition and is the subject of many art books and classes. ... -
Proxy Simulations for Efficient Dynamics
(Eurographics Association, 2001)Proxy simulations reduce the cost of simulation in large virtual worlds, such as those used in training simulations or computer games. A proxy takes the place of an accurate simulation for objects that are out of view, ... -
Free-Form Deformation of Solid Models in CSR
(Eurographics Association, 2001)Existing free-form deformation (FFD) techniques deform an object by deforming the space enclosing the object. Points on the object are thus deformed relative to the undeformed space (or world space). The deformed object ... -
An On-line Occlusio-Culling Algorithm for FastWalkthrough in Urban Areas
(Eurographics Association, 2001)We describe a fast algorithm to speed up rendering of scenes for walkthroughs in urban environments. Our occlusion culling algorithm takes advantage of temporal coherence in image space. As such, occlusion calculation is ... -
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 ... -
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 ... -
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 ... -
A Simple Validity Condition for B-Spline Hyperpatches
(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
(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
(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
(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
(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
(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
(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
(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
(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
(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
(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
(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
(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 ...