Short Presentations: Recent submissions
Now showing items 21-40 of 44
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Precise Deformation of Rheology MSD Model Calibrated by Randomized Algorithm
(Eurographics Association, 2003)In this paper, we propose and compare three kinds of mass-spring-damper (MSD) models of rheology object, and experimentally select the best model concerning to shape deformation and volume accuracy. The MSD model requires ... -
Efficient Sampling of Textured Scenes in Vertex Tracing
(Eurographics Association, 2003)We present vertex tracing, an adaptive progressive ray tracing approach for efficient sampling of the radiance function, based on refinement in object space and subsequent reconstruction, using standard 3D graphics accelerator ... -
Uncertainty Visualization Methods in Isosurface Rendering
(Eurographics Association, 2003)We describe two techniques for rendering isosurfaces in multiresolution volume data such that the uncertainty (error) in the data is shown in the resulting visualization. In general the visualization of uncertainty in data ... -
Implicit Surface Reconstruction and uniform Sampling by Striped Marching Triangles
(Eurographics Association, 2003)The synthesis of computer models from real objects is a usual procedure in medical image processing and reverse engineering. In both cases, the main issues are to reach a topologically consistent and geometrically precise ... -
Inelastic Scattering and Participating Media.Application to the ocean
(Eurographics Association, 2003)A system, developed to treat general participating media, is generalized to make it capable of considering volumetric inelastic processes such as fluorescence. The system is based on the discrete ordinates method, and can ... -
High quality images from 2.5D video
(Eurographics Association, 2003)Given a 2D video stream with an accompanying depth channel, we render high quality images from viewpoints close to the original one. This is for instance required to generate a 3D impression on stereoscopic or multiview ... -
Reconstruction of Animatable Personalized 3D Faces by Adaptation-based Modeling
(Eurographics Association, 2003)We present an efficient method for the construction of an animatable 3D facial model of a specific person with minimal user interaction. The method is based on adapting an anatomy-based prototype facial model that is ... -
VelvetPath - Layout Design System with Sketch and Paint Manipulations
(Eurographics Association, 2003)We describe the VelvetPath system, a system that allows users to design layouts for visualized information by using sketch and paint manipulations. Many systems enable users to visually search and browse through information ... -
Accurate Dense Stereo Reconstruction using Graphics Hardware
(Konrad, 2003)Vertex programs and pixel shaders found in modern graphics hardware are commonly used to enhance the realism of rendered scenes. Recently these hardware facilities were exploited to obtain interactive non-photorealistic ... -
An Iterative Stripification Algorithm Based on Dual Graph Operations
(Eurographics Association, 2003)This paper describes the preliminary results obtained using an iterative method for generating a set of triangle strips from a mesh of triangles. The algorithm uses a simple topological operation on the dual graph of the ... -
Cyclification of Human Motion for Animation Synthesis
(Eurographics Association, 2003)In this paper, new techniques are introduced for matching cyclic motion boundaries by using simple animation processing algorithms based on some observed characteristics from different families of cyclic motions. Matching ... -
Morphing Rational B-spline Curves and Surfaces Using Mass Distributions
(Eurographics Association, 2003)A rational B-spline curve or surface is a collection of points associated with a mass (weight) distribution. These mass distributions can be used to exert local control over the morph between two rational B-spline curves ... -
Trans-Polygon Stroke Method for Frame Coherent Pastel Images
(Eurographics Association, 2003)We propose Trans-Polygon Stroke Method (TPSM) for creating pastel-like animation that keeps frame-to-frame coherence. There are several variable factors in hand-drawn pastel such as paper roughness and pigments. When these ... -
ActiveInk
(Eurographics Association, 2003)The ActiveInk system integrates the advantages of real world painting techniques with computer graphics (CG) effects such as natural phenomenon animations (e.g., water, fire, snow, and clouds), attributes (e.g., rubber, ... -
Occlusion Culling for Image-Based Rendering withWarping
(Eurographics Association, 2003)The basic idea of the proposed algorithm is to reduce the number of depth pixels in Layer Depth Images (LDI) by culling the occluded ones before warping. The method combines the octree spatial subdivision concept with LDI ... -
Goniometric Diagram Mapping for Hemisphere
(Eurographics Association, 2003)Describing the light intensity over the hemisphere using a goniometric diagram is a common practice in the lighting industry and is prescribed for instance by IESNA (Illuminating Engineering Society of North America) ... -
Information Visualization using Transparent Shape Impostors
(Eurographics Association, 2003)Transparency is a graphical effect used in visualizations to present co-located graphical glyphs. Accomplishing a visually convincing transparency effect requires complex calculations of light absorption and refraction in ... -
On the characterization of avatars in Distributed Virtual Worlds
(Eurographics Association, 2003)Current Distributed Virtual Environment (DVE) systems run simulations based on a server-network architecture, where the population of avatars should be properly assigned to the servers in the DVE. This goal, called ... -
Skeleton Subspace Deformation with Displacement Map
(Eurographics Association, 2003)Skeleton Subspace Deformation (SSD) is a novel Free Form Deformation technology (FFD), and plays an important role in character animation, interactive game and other fields. In this paper, we present a new layered algorithm ... -
Evolutionary Design of BRDFs
(Eurographics Association, 2003)The look of a non-transparent material is determined by its bidirectional reflection distribution function (BRDF). To design 3-D objects for example for games or animation films thus includes to design BRDFs. However, as ...