36-Issue 2
Browse by
Art, Design, and Sketching
Computational Light Painting Using a Virtual Exposure
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Monte Carlo
Unbiased Light Transport Estimators for Inhomogeneous Participating Media
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Multiple Vertex Next Event Estimation for Lighting in dense, forward-scattering Media
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Gradient-Domain Photon Density Estimation
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Procedural and Interactive Nature
Design Transformations for Rule-based Procedural Modeling
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Interactive Modeling and Authoring of Climbing Plants
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EcoBrush: Interactive Control of Visually Consistent Large-Scale Ecosystems
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Rigging, Tearing, and Faces
Enriching Facial Blendshape Rigs with Physical Simulation
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Sparse Rig Parameter Optimization for Character Animation
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Interactive Paper Tearing
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Sample, Paint, and Visualize
General Point Sampling with Adaptive Density and Correlations
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Morphing and Interaction
Character-Object Interaction Retrieval Using the Interaction Bisector Surface
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kDet: Parallel Constant Time Collision Detection for Polygonal Objects
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Flowing Visualization
Flow-Induced Inertial Steady Vector Field Topology
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Decoupled Opacity Optimization for Points, Lines and Surfaces
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Geometry Processing
Diffusion Diagrams: Voronoi Cells and Centroids from Diffusion
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Textures
Texture Stationarization: Turning Photos into Tileable Textures
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A Subjective Evaluation of Texture Synthesis Methods
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Analysis and Controlled Synthesis of Inhomogeneous Textures
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Procedural
ShapeGenetics: Using Genetic Algorithms for Procedural Modeling
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On Realism of Architectural Procedural Models
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Animation 1
Geometric Stiffness for Real-time Constrained Multibody Dynamics
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Shape Matching
Fully Spectral Partial Shape Matching
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Informative Descriptor Preservation via Commutativity for Shape Matching
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Physics in Animation
DeepGarment: 3D Garment Shape Estimation from a Single Image
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Simulation-Ready Hair Capture
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Capturing Faces
Multi-View Stereo on Consistent Face Topology
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Makeup Lamps: Live Augmentation of Human Faces via Projection
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Real-Time Multi-View Facial Capture with Synthetic Training
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Animation 2
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
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Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs
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Reconstruct, Learn, and Transport Geometry
Learning Detail Transfer based on Geometric Features
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Chamber Recognition in Cave Data Sets
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Camera: Depth to Motion, Lens and Filters
Performance-Based Biped Control using a Consumer Depth Camera
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Consistent Video Filtering for Camera Arrays
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Apparent Materials
Practical Capture and Reproduction of Phosphorescent Appearance
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STD: Student's t-Distribution of Slopes for Microfacet Based BSDFs
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Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets
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Spatial Adjacency Maps for Translucency Simulation under General Illumination
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Focus and Virtual Environments
Zooming on all Actors: Automatic Focus+Context Split Screen Video Generation
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Flicker Observer Effect: Guiding Attention Through High Frequency Flicker in Images
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GPU and Data Structures
GPU Ray Tracing using Irregular Grids
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Parallel BVH Construction using Progressive Hierarchical Refinement
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A GPU-Adapted Structure for Unstructured Grids
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Recent Submissions
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Parallel BVH Construction using Progressive Hierarchical Refinement
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We propose a novel algorithm for construction of bounding volume hierarchies (BVHs) for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of ... -
A GPU-Adapted Structure for Unstructured Grids
(The Eurographics Association and John Wiley & Sons Ltd., 2017)A key advantage of working with structured grids (e.g., images) is the ability to directly tap into the powerful machinery of linear algebra. This is not much so for unstructured grids where intermediate bookkeeping data ... -
Flicker Observer Effect: Guiding Attention Through High Frequency Flicker in Images
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Drawing the user's gaze to an important item in an image or a graphical user interface is a common challenge. Usually, some form of highlighting is used, such as a clearly distinct color or a border around the item. Flicker ... -
GPU Ray Tracing using Irregular Grids
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We present a spatial index structure to accelerate ray tracing on GPUs. It is a flat, non-hierarchical spatial subdivision of the scene into axis aligned cells of varying size. In order to construct it, we first nest an ... -
Zooming on all Actors: Automatic Focus+Context Split Screen Video Generation
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Recordings of stage performances are easy to capture with a high-resolution camera, but are difficult to watch because the actors' faces are too small. We present an approach to automatically create a split screen video ... -
Spatial Adjacency Maps for Translucency Simulation under General Illumination
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects ... -
Hybrid Mesh-volume LoDs for All-scale Pre-filtering of Complex 3D Assets
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We address the problem of constructing appearance-preserving level of details (LoDs) of complex 3D models such as trees. We propose a hybrid method that combines the strengths of mesh and volume representations. Our main ... -
STD: Student's t-Distribution of Slopes for Microfacet Based BSDFs
(The Eurographics Association and John Wiley & Sons Ltd., 2017)This paper focuses on microfacet reflectance models, and more precisely on the definition of a new and more general distribution function, which includes both Beckmann's and GGX distributions widely used in the computer ... -
Practical Capture and Reproduction of Phosphorescent Appearance
(The Eurographics Association and John Wiley & Sons Ltd., 2017)This paper proposes a pipeline to accurately acquire, efficiently reproduce and intuitively manipulate phosphorescent appearance. In contrast to common appearance models, a model of phosphorescence needs to account for ... -
Consistent Video Filtering for Camera Arrays
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Visual formats have advanced beyond single-view images and videos: 3D movies are commonplace, researchers have developed multi-view navigation systems, and VR is helping to push light field cameras to mass market. However, ... -
Performance-Based Biped Control using a Consumer Depth Camera
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target ... -
Chamber Recognition in Cave Data Sets
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Quantitative analysis of cave systems represented as 3D models is becoming more and more important in the field of cave sciences. One open question is the rigorous identification of chambers in a data set, which has a deep ... -
Learning Detail Transfer based on Geometric Features
(The Eurographics Association and John Wiley & Sons Ltd., 2017)The visual richness of computer graphics applications is frequently limited by the difficulty of obtaining high-quality, detailed 3D models. This paper proposes a method for realistically transferring details (specifically, ... -
Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a ... -
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Most recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their ... -
Real-Time Multi-View Facial Capture with Synthetic Training
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We present a real-time multi-view facial capture system facilitated by synthetic training imagery. Our method is able to achieve high-quality markerless facial performance capture in real-time from multi-view helmet camera ... -
Makeup Lamps: Live Augmentation of Human Faces via Projection
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We propose the first system for live dynamic augmentation of human faces. Using projector-based illumination, we alter the appearance of human performers during novel performances. The key challenge of live augmentation ... -
Multi-View Stereo on Consistent Face Topology
(The Eurographics Association and John Wiley & Sons Ltd., 2017)We present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, ... -
Simulation-Ready Hair Capture
(The Eurographics Association and John Wiley & Sons Ltd., 2017)Physical simulation has long been the approach of choice for generating realistic hair animations in CG. A constant drawback of simulation, however, is the necessity to manually set the physical parameters of the simulation ... -
DeepGarment: 3D Garment Shape Estimation from a Single Image
(The Eurographics Association and John Wiley & Sons Ltd., 2017)3D garment capture is an important component for various applications such as free-view point video, virtual avatars, online shopping, and virtual cloth fitting. Due to the complexity of the deformations, capturing 3D ...