Now showing items 1-20 of 33

    • Scalar Tagged PN Triangles 

      Boubekeur, Tamy; Reuter, Patrick; Schlick, Christophe (The Eurographics Association, 2005)
      This paper presents a new technique to convert a coarse polygonal geometric model into a smooth surface interpolating the mesh vertices, by improving the principle proposed by Vlachos et al. in their "Curved PN-Triangles". ...
    • Constriction Computation using Surface Curvature 

      Hétroy, F. (The Eurographics Association, 2005)
      This paper provides a curvature-based algorithm to compute locally shortest geodesics on closed triangulated surfaces. These curves, which are called "constrictions", are useful for shape segmentation. The key idea of the ...
    • Leaf Cluster Impostors for Tree Rendering with Parallax 

      Garcia, Ismael; Sbert, Mateu; Szirmay-Kalos, László (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, ...
    • A 3D Perceptual Metric using Just-Noticeable-Difference 

      Cheng, Irene; Boulanger, Pierre (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 ...
    • Perception-Based Rendering: Eyes Wide Bleached 

      Gutierrez, Diego; Anson, Oscar; Munoz, Adolfo; Seron, Francisco J. (The Eurographics Association, 2005)
      Perception issues are a key factor in rendering Vision-Realistic images. This paper develops a novel spectral sensitive model of the Human Visual System (HVS) in order to simulate the bleaching effect in retinal photopigments. ...
    • Fast Body-Cloth simulation with moving humanoids 

      Rodriguez-Navarro, Javier; Sainz, Miguel; Susin, Antonio (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 ...
    • Real-Time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors 

      Ummenhoffer, Tamás; Szirmay-Kalos, László (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 ...
    • Real-Time Marching Cubes on the Vertex Shader 

      Goetz, Frank; Junklewitz, Theodor; Domik, Gitta (The Eurographics Association, 2005)
      In this paper we propose a new approach for visualizing volumetric datasets by their isosurfaces. For an interactive isosurface reconstruction an optimized version of the well-known marching cubes algorithm is used. We ...
    • Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods 

      Bertails, Florence; Audoly, Basile; Querleux, Bernard; Leroy, Frédéric; Lévêque, Jean-Luc; Cani, Marie-Paule (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), ...
    • Path Planning for Crowds: From Shared Goals to Individual Behaviors 

      Pettre, Julien; Thalmann, Daniel (The Eurographics Association, 2005)
      This paper presents a novel approach for path planning in the context of crowds animation. The solution produces several paths joining each user-defined pair of locations in the environment. Pairs are possible initial/goal ...
    • Model-driven Virtual Mezzotint Techniques 

      Tasaki, Daisuke; Mizuno, Shinji; Okada, Minoru (The Eurographics Association, 2005)
      Mezzotint is a traditional printing technique that is categorized into copperplate printing where an entire plate surface is roughened by some steel tools. In this paper the authors propose a method to realize two mezzotint ...
    • Preface 

      - (The Eurographics Association, 2005)
      Preface and Table of Contents
    • Facial Motion Cloning Using Global Shape Deformation 

      Fratarcangeli, Marco; Schaerf, Marco (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) ...
    • Walking with Pens 

      Kolhoff, Philipp; Preuß, Jacqueline; Loviscach, Jörn (The Eurographics Association, 2005)
      Believable 3D animation of walking or running characters still requires complex motion capture technology or extensive skills in manual keyframing. We present an inexpensive, yet natural input method: The user walks on ...
    • A Visual Quality Prediction Model for 3D Texture 

      Cheng, Irene; Boulanger, Pierre (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 ...
    • Sculpting in Augmented Reality 

      Mackie, Jayson (The Eurographics Association, 2005)
      We present an Augmented Reality (AR) application which allows a user to manipulate a piece of virtual clay using a marker-free unencumbered hand. By removing the need to wear a glove or place markers on the hand the ...
    • Progressive Cartesian Inequality Constraints for the Inverse Kinematic Control of Articulated Chains 

      Peinado, Manuel; Boulic, Ronan; Callennec, Benoit Le; Meziat, D. (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 ...
    • Rendering Realistic Trees and Forests in Real Time 

      Candussi, Alberto; Canduss, Nicola; Höllerer, Tobias (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 ...
    • Proactive Steering Toward Oriented Targets 

      Boulic, Ronan (The Eurographics Association, 2005)
      In this paper we introduce a real-time steering controller ensuring the reach of a (possible mobile) target position and orientation, without requiring to build/update the full trajectory to that target. We name it the ...
    • Efficient, Physically Plausible Finite Elements 

      Nesme, Matthieu; Payan, Yohan; Faure, François (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 ...