Short Presentations 2005
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Estimating Mobile Memory Requirements and Rendering Time for Remote Execution of the Graphics Pipeline
(The Eurographics Association, 2005)Mobile devices have limited processing power, memory and battery power. Remote execution, wherein part or entire graphics pipeline is offloaded to a powerful surrogate server, is an attractive solution for low end mobile ... -
Photon Map Gathering on the GPU
(The Eurographics Association, 2005)Photon mapping methods obtain the indirect illumination of a point by finding those photon hits that arrived at the neighborhood of the point on the object surface. This paper proposes a method that stores the photon hits ... -
Spherical Harmonic Lighting of Wavelength-Dependent Phenomena
(The Eurographics Association, 2005)Rendering of objects that exhibit iridescence has previously been limited to simple lighting conditions generated from a few point or directional lights. We extend this idea by modeling light interference as a Bidirectional ... -
Improving the Experience of Scenes with a Large Field of View using Shift Lens Perspective
(The Eurographics Association, 2005)In interactive computer graphics such as games and interactive panoramic photos, users are often presented a view with a larger field of view than would correspond to the distance to and size of the screen on which the ... -
A Scalable Hardware and Software System for the Holographic Display of Interactive Graphics Applications
(The Eurographics Association, 2005)We present a scalable holographic system design targeting multi-user interactive computer graphics applications. The display uses a specially arranged array of micro-displays and a holographic screen. Each point of the ... -
Interactive Manipulation Of Projections With a Curved Perspective
(The Eurographics Association, 2005)The concept of curved perspective has been used by artists such as M.C. Escher in order effectively convey a sense of three dimensional space while being restricted to a two dimensional canvas. We present an interactive ... -
A 3D Perceptual Metric using Just-Noticeable-Difference
(The Eurographics Association, 2005)In multimedia applications, it is essential to distribute resources efficiently among different types of data in order to optimize overall quality. We propose a perceptual metric using Just-Noticeable-Difference (JND) to ... -
A Visual Quality Prediction Model for 3D Texture
(The Eurographics Association, 2005)Online bandwidth limitations and fluctuations impose a major challenge in estimating the amount of data to transmit in a given time period. Over or under estimation of bandwidth can jeopardize the visual fidelity of the ... -
Progressive Cartesian Inequality Constraints for the Inverse Kinematic Control of Articulated Chains
(The Eurographics Association, 2005)We propose an Inverse Kinematic Control architecture capable of handling tasks that are expressed in terms of inequality constraints in the Cartesian space. These inequality constraints are progressive in the sense that ... -
Facial Motion Cloning Using Global Shape Deformation
(The Eurographics Association, 2005)We present a novel Facial Motion Cloning method relying on the combination of the radial basis functions (RBF) based scattered data interpolation with the encoding capabilities of the MPEG-4 Facial and Body Animation (FBA) ... -
Fast Body-Cloth simulation with moving humanoids
(The Eurographics Association, 2005)In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human ... -
Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods
(The Eurographics Association, 2005)This paper presents a new physically-based method for predicting natural hairstyles in the presence of gravity and collisions. The method is based upon a mechanically accurate model for static elastic rods (Kirchhoff model), ... -
Rendering Realistic Trees and Forests in Real Time
(The Eurographics Association, 2005)Real-Time rendering of realistic trees on common graphics hardware represents a big challenge due to their inherent geometric complexity. In most cases, trees are composed of hundreds of thousands of leaves and branches ... -
Efficient, Physically Plausible Finite Elements
(The Eurographics Association, 2005)This paper discusses FEM-based simulations of soft bodies in terms of speed and robustness. To be physically plausible, three fundamental laws must be respected: rotational invariance, Newton's law and Euler's law. We show ... -
Leaf Cluster Impostors for Tree Rendering with Parallax
(The Eurographics Association, 2005)This paper presents a simple method to render complex trees on high frame rates while maintaining parallax effects. Based on the recognition that a planar impostor is accurate if the represented polygon is in its plane, ... -
Real-Time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors
(The Eurographics Association, 2005)This paper presents a real-time method to realistically render dynamic participating media under changing lighting conditions. In order to cope with performance requirements, the volume is built of instances of particle ... -
Image Reconstruction Invariant to Relighting
(The Eurographics Association, 2005)This paper describes an improvement to the Poisson image editing method for seamless cloning. Our approach is based on minimizing an energy expression invariant to relighting. The improved method reconstructs seamlessly ... -
Video Textures Exploiting Symmetric Movements
(The Eurographics Association, 2005)In this paper, an extension to the traditional method for creating video textures is presented. By exploiting the symmetric properties of the frames in a given video sequence, a new endless video stream or video loop is ... -
Differential Photon Mapping - Consistent Augmentation of Photographs with Correction of all Light Paths
(The Eurographics Association, 2005)Augmenting images with consistent lighting is possible with differential rendering. This composition technique requires two lighting simulations, one simulation with only real geometry and another one with additional virtual ...