Now showing items 21-40 of 71

    • Rapid Interactive Modelling from Video with Graph Cuts 

      Hengel, Anton van den; Dick, Anthony; Thormählen, Thorsten; Ward, Ben; Torr, Philip H. S. (The Eurographics Association, 2006)
      We present a method for generating a parameterised model of a scene from a set of images. The method is novel in that it uses information from several sources video, sparse 3D points and user input to fit models to a scene. ...
    • Toward the Light Field Display: Autostereoscopic Rendering via a Cluster of Projectors 

      Yang, Ruigang; Huang, Xinyu; Li, Sifang; Jaynes, Christopher (The Eurographics Association, 2006)
      Ultimately, a display device should be capable of reproducing the visual effects that are produced by reality. In this paper we introduce an autostereoscopic display that uses a scalable array of digital light projectors ...
    • Harnessing the Human Visual System for Image Based Modeling: an Interaction System 

      Morvan, Y.; O'Sullivan, C. (The Eurographics Association, 2006)
      We present a novel interaction system for modeling 3D geometry from photographs. Given a set of stereo pairs, along with their camera parameters, the interface tracks the movements of the users and allows them to intuitively ...
    • Real-time Soft Shadows with Shadow Accumulation 

      Aszódi, Barnabás; Szirmay-Kalos, László (The Eurographics Association, 2006)
      This paper presents a physically plausible soft-shadow algorithm that can be executed real-time by current GPUs. The method works with a single shadow map, requires no pre- or post-processing, and can also handle self ...
    • Dynamic Anisotropic Occlusion 

      Gong, Yi; Zhang, Yubo; Chen, Wei; Peng, Qunsheng (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, ...
    • High Quality Shadows for Real-Time Crowds 

      Ryder, G.; Day, A. M. (The Eurographics Association, 2006)
      Real-time shadowed crowds, especially under locally lit environments, pose several distinct challenges. Current solutions for crowds are either very simplistic for multiple lights or only handle a single directional light ...
    • A Perceptual Approach to Texture Scaling based on Human Computer Interaction 

      Cheng, Irene; Bischof, Walter (The Eurographics Association, 2006)
      The trade-off between texture quality and data size is often an important factor for online multimedia applications including 3D games, virtual reality, as well as for applications designed for portable devices. Although ...
    • Real-time Reflection using Ray Tracing with Geometry Field 

      Li, Shengying; Fan, Zhe; Yin, Xiaotian; Mueller, Klaus; Kaufman, Arie E.; Gu, Xianfeng (The Eurographics Association, 2006)
      A novel method for accurate reflections in real time is introduced using ray tracing in geometry fields, which combine light fields with geometry images. The geometry field of a surface is defined ray space, mapping a ray ...
    • GPU-Based Hierarchical Texture Decompression 

      Stachera, J.; Rokita, P. (The Eurographics Association, 2006)
      We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterized by low computational complexity, random access and hierarchical structure which allow us to ...
    • Solving Local Reflections: a Direct Methodology 

      Jeremias, P.; Chavarria, O.; Garcia, O.; Carrillo, X.; Cuñado, A. (The Eurographics Association, 2006)
      Reflection and refraction are key processes intended for realism within simulation platforms. There are several parameters related to those techniques whose values have been traditionally selected by using subjective ...
    • Fast and Realistic Display of Clouds Using a Recording Matrix 

      Wu, Y.; Allgöwer, B.; Nüesch, D. (The Eurographics Association, 2006)
      For volumetric cloud models, traditional ray tracing methods and graphics hardware acceleration methods can result in photorealistic images, but with considerably expensive costs. Hence, real-time rendering can be achieved ...
    • Multiresolution GPU Mesh Painting 

      Ritschel, Tobias; Botsch, Mario; Müller, Stefan (The Eurographics Association, 2006)
      Mesh painting is a well accepted and very intuitive metaphor for adding high-resolution detail to a given 3D model: Using a brush interface, the designer simply paints fine-scale texture or geometry information onto the ...
    • Shape From Silhouette: Towards a Solution for Partial Visibility Problem 

      Michoud, B.; Guillou, E.; Bouakaz, S. (The Eurographics Association, 2006)
      Acquiring human shape is a prerequisite to many applications in augmented and virtual reality, as well as in computer graphics and animation. The acquisition of a real person must be precise enough to have the best possible ...
    • Fast Skeletal Animation by skinned Arc-Spline based Deformation 

      Forstmann, Sven; Ohya, Jun (The Eurographics Association, 2006)
      Presented is a novel skeletal animation system for providing high quality geometric deformations in real-time. Each bone of the skeleton is therefore represented by a spline, rather than using conventional matrix rotation. ...
    • Similar Motion Retrieval for Dynamic 3D Mesh Based on Modified Shape Distributions 

      Yamasaki, T.; Aizawa, K. (The Eurographics Association, 2006)
      A similar motion search and retrieval system for dynamic 3D mesh is presented based on a modified shape distribution algorithm. In this paper, three fundamental functions for efficient retrieval have been developed: feature ...
    • Competitive Runtime Performance for Inverse Kinematics Algorithms using Conformal Geometric Algebra 

      Hildenbrand, Dietmar; Fontijne, Daniel; Wang, Yusheng; Alexa, Marc; Dorst, Leo (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 ...
    • Preface and Table of Contents 

      - (The Eurographics Association, 2006)
      Preface and Table of Contents
    • Collision Handling and its Applications 

      Teschner, Matthias; Cani, Marie-Paule; Fedkiw, Ron; Bridson, Robert; Redon, Stephane; Volino, Pascal; Zachmann, Gabriel (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 ...
    • GPUGI: Global Illumination Effects on the GPU 

      Szirmay-Kalos, Laszlo; Szecsi, Laszlo; Sbert, Mateu (The Eurographics Association, 2006)
      In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of Di- rectX/OpenGL pipelines, but ...
    • Illustrative Visualization for Medicine and Science 

      Viola, I.; Sousa, M. C.; Ebert, D.; Andrews, B.; Gooch, B.; Tietjen, C. (The Eurographics Association, 2006)
      This tutorial presents recent and important research and developments from academia in illustrative, nonphotorealistic rendering (NPR) focusing on its use for medical/science subjects. Lectures are organized within a ...