Browsing EG2006 by Title
Now showing items 1-20 of 71
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3D Role-Playing Games as Language Learning Tools
(The Eurographics Association, 2006)Leveraging the experiential cognition and motivational factors of 3D games, we conduct a pilot study that utilizes Ever Quest 2 as pedagogical learning tool for English as a second language (ESL) students. We combine the ... -
Articulated Video Sprites
(The Eurographics Association, 2006)In this paper, we present an extension to video sprites for articulated characters. Central to our technique is a matching cost which works on high-level 2D skeletal representations of the characters, instead of their ... -
Automatic Depth-Map Colorization
(The Eurographics Association, 2006)We present a system for automatically generating custom, structured image-maps for input depth-maps. Our system thus allows quick fitting of masses of objects with tailor-made image-maps. Given a depth-map of a novel 3D ... -
A Breadth-First Approach for Teaching Computer Graphics
(The Eurographics Association, 2006)Two themes of computer graphics, namely computer-generated color and computer-generated visualization, are introduced in a teaching/learning tool using a breadth-first approach. The breadth-first approach provides a holistic ... -
Building Expression into Virtual Characters
(The Eurographics Association, 2006)Virtual characters are an important part of many 3D graphical simulations. In entertainment or training applications, virtual characters might be one of the main mechanisms for creating and developing content and scenarios. ... -
Camera Control in Computer Graphics
(The Eurographics Association, 2006)Progress in modeling, animation and rendering means that rich, high fidelity interactive virtual worlds are now commonplace. But as photographers and cinematographers know, achievement of the intended informational and ... -
Clothing the Masses: Real-Time Clothed Crowds With Variation
(The Eurographics Association, 2006)The animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to real-time ... -
Collision Handling and its Applications
(The Eurographics Association, 2006)In contrast to real-world scenarios, object representations in virtual environments have no notion of interpenetration. Therefore, algorithms for the detection of interfering object representations are an essential component ... -
Competitive Runtime Performance for Inverse Kinematics Algorithms using Conformal Geometric Algebra
(The Eurographics Association, 2006)Conformal geometric algebra is a powerful tool to find geometrically intuitive solutions. We present an approach for the combination of compact and elegant algorithms with the generation of very efficient code based on two ... -
Compter Graphics Education: Where and How Do We Develop Spatial Ability?
(The Eurographics Association, 2006)This contribution provides an overview to the expansive research and literature concerning spatial ability. Its aim is to provide the reader with relevant historical and applied background and to make a call for computer ... -
Computational Photography
(The Eurographics Association, 2006)Computational photography combines plentiful computing, digital sensors, modern optics, actuators, probes and smart lights to escape the limitations of traditional film cameras and enables novel imaging applications. ... -
Computer Graphics Applications in the Education Process of People with Learning Difficulties
(The Eurographics Association, 2006)This paper describes the use of Real Time graphic applications as educational tools, specifically oriented to working with people who have certain learning difficulties. We first focus on identifying the most relevant ... -
Connectivity-Aware Sectional Visualization of 3D DTI Volumes using Perceptual Flat-Torus Coloring and Edge Rendering
(The Eurographics Association, 2006)We present two new methods for visualizing cross-sections of 3D diffusion tensor magnetic resonance imaging (DTI) volumes. For each of the methods we show examples of visualizations of the corpus callosum in the midsagittal ... -
Developing Mobile 3D Applications with OpenGL ES and M3G
(The Eurographics Association, 2006)Mobile phones offer exciting new opportunities for graphics application developers. However, they also have significant limitations compared to traditional desktop graphics environments, including absence of dedicated ... -
Digital HPO Hologram Rendering Pipeline
(The Eurographics Association, 2006)This paper describes a rendering pipeline for digital hologram synthesis. The pipeline is capable of handling triangle meshes, directional light sources, texture coordinates, and advanced illumination models. Due to the ... -
Dynamic Anisotropic Occlusion
(The Eurographics Association, 2006)We present a new real-time shadow rendering approach whose kernel is a hierarchical disk-based approximation to the scene geometry. We show that this approximated representation greatly accelerates the visibility inquiry, ... -
Efficient Sorting and Searching in Rendering Algorithms
(The Eurographics Association, 2006)In the proposed tutorial we would like to highlight the connection between rendering algorithms and sorting and searching as classical problems studied in computer science. We will provide both theoretical and empirical ... -
EG 2006 Course on Populating Virtual Environments with Crowds
(The Eurographics Association, 2006)Necessary background and potential target audience for the tutorial: experience with computer animation is recommended but not mandatory. The course is intended for animators, designers, and students in computer science. -
Elastic Facial Caricature Warping
(The Eurographics Association, 2006)Caricatures are usually created by skilled artists, and, due to their amusing appearance, they serve mainly as a source of entertainment and humour. This short paper is therefore concerned with a means for generating facial ... -
Enhanced Cartoon and Comic Rendering
(The Eurographics Association, 2006)In this work we present an extension to common cel shading techniques, and describe four new cartoon-like rendering styles applicable for real-time implementations: stylistic shadows, double contour lines, soft cel shading, ...