EG 2017 - Full Papers - CGF 36-Issue 2
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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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