Now showing items 21-40 of 125

    • Ray Tracing using Hierarchies of Slab Cut Balls 

      Källberg, Linus; Larsson, Thomas (The Eurographics Association, 2010)
      In this paper, bounding volume trees of slab cut balls are evaluated and compared with other types of trees for ray tracing. A novel tree construction algorithm is proposed, which utilizes a relative orientation heuristic ...
    • Real-Time Ray Tracing Using Nvidia OptiX 

      Ludvigsen, Holger; Elster, Anne Cathrine (The Eurographics Association, 2010)
      Modern GPUs with their several hundred cores and more accessible programming models are becoming attractive devices for compute-intensive applications. They are particularly well suited for applications, such as image ...
    • Path Regeneration for Interactive Path Tracing 

      Novák, Jan; Havran, Vlastimil; Dachsbacher, Carsten (The Eurographics Association, 2010)
      Rendering of photo-realistic images at interactive frame rates is currently an extensively researched area of computer graphics.Many of these approaches attempt to utilize the computational power of modern graphics hardware ...
    • Simple and Robust Iterative Importance Sampling of Virtual Point Lights 

      Georgiev, Iliyan; Slusallek, Philipp (The Eurographics Association, 2010)
      We present a simple and practical algorithm for importance sampling virtual point lights (VPLs) [Kel97], suitable for multi-pass rendering. During VPL distribution, a Russian roulette decision accepts each VPL proportionally ...
    • Data-parallel Micropolygon Rasterization 

      Eisenacher, Christian; Loop, Charles (The Eurographics Association, 2010)
      Abstract We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well ...
    • Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering 

      Schwenk, Karsten; Franke, Tobias; Drevensek, Timm; Kuijper, Arjan; Bockholt, Ulrich; Fellner, Dieter W. (The Eurographics Association, 2010)
      Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of ...
    • gCubik+i Virtual 3D Aquarium: Interfacing a Graspable 3d Display with a Tabletop Display 

      Lopez-Gulliver, Roberto; Yoshida, Shunsuke; Makino, Mao; Yano, Sumio; Ando, Hiroshi (The Eurographics Association, 2010)
      We propose gCubik+i as a new interactive platform that naturally interfaces a 3D display with a tabletop display. The proposed platform is suitable for group collaboration and it introduces two novel interaction paradigms ...
    • Hybrid Mesh Editing 

      Borosán, Péter; Howard, Reid; Zhang, Shaoting; Nealen, Andrew (The Eurographics Association, 2010)
      Surface-based deformation and cage-based deformation are two popular shape editing paradigms. Surface-based methods are easy to use and produce high-quality results by preserving differential properties of the surface mesh, ...
    • Volumetric Hand Reconstructions for Non-verbal Communication in Shared Virtual Environments 

      John, Christoph; Regenbrecht, Holger; Schwanecke, Ulrich (The Eurographics Association, 2010)
      Enhancing desk-based computer environments with virtual reality technology requires natural interaction support, in particular hand tracking and visualization. In shared virtual environments hand tracking does not only ...
    • A Film Balloon Design System Integrated with Shell Element Simulation 

      Furuta, Yohsuke; Umetani, Nobuyuki; Mitani, Jun; Igarashi, Takeo; Fukui, Yukio (The Eurographics Association, 2010)
      CAD systems that have user-friendly interfaces for assisting ordinary people to design objects is becoming common. Most of these systems combine a sketch interface with physical simulation. In this paper, we propose a ...
    • Interactive Creation of Virtual Worlds Using Procedural Sketching 

      Smelik, Ruben M.; Tutenel, Tim; Kraker, Klaas Jan de; Bidarra, Rafael (The Eurographics Association, 2010)
      Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a ...
    • Finding Approximate Ambigrams and Making them Exact 

      Loviscach, Joern (The Eurographics Association, 2010)
      Rotational ambigrams are arrangements of letters that can also be read upside down. Existing approaches to automatically create such ambigrams employ highly artificially-looking and difficult-to-read typefaces. In contrast ...
    • 3D Isocontours Real-time Generation and Visualization of 3D Stepped Terrain Models 

      Glander, Tassilo; Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2010)
      Isocontours (also isopleths, isolines, level sets) are commonly used to visualize real-valued data defined over a 2D plane according to a set of given isovalues. To support the 3D landscape metaphor for information ...
    • Skeleton Based As-Rigid-As-Possible Volume Modeling 

      Zhang, Shaoting; Nealen, Andrew; Metaxas, Dimitris (The Eurographics Association, 2010)
      Shape deformation and editing are important for animation and game design. Based on as-rigid-as-possible (ARAP) surface modeling, an efficient approach is proposed to approximately preserve the volume of an object with ...
    • Skeleton Computation of an Image Using a Geometric Approach 

      Martinez, Jonas; Vigo, Marc; Pla-Garcia, Nuria; Ayala, Dolors (The Eurographics Association, 2010)
      In this work we develop two algorithms to compute the skeleton of a binary 2D image. Both algorithms follow a geometric approach and work directly with the boundary of the image which is an orthogonal polygon (OP). One of ...
    • Animating Sand as a Surface Flow 

      Zhu, Bo; Yang, Xubo (The Eurographics Association, 2010)
      This paper presents a new efficient method for animating sand and other granular materials in 3D scenes. Our method couples 2D and 3D simulation techniques in a physically based way. A surface flow model of granular ...
    • A Spatially Adaptive Morphological Filter for Dual-Resolution Interface Tracking of Fluids 

      Söderström, Andreas; Museth, Ken (The Eurographics Association, 2010)
      We present a novel surface-tracking technique for free-surface fluid animations. Unlike the semi-implicit Particle Level Set method (PLS) our interface-tracking approach is purely implicit and hence avoids some of the ...
    • Sliding Deformation: Shape Preserving Per-Vertex Displacement 

      Pinskiy, Dmitriy (The Eurographics Association, 2010)
      We present a novel algorithm for deforming a locally smooth polygonal mesh by sliding its vertices over the surface. This sliding deformation creates the visual appearance of texture animation without requiring an explicit ...
    • Face Fitting using a Genetic Algorithm. 

      Hunter, D.W.; Tiddeman, B. P.; Perrett, D. I. (The Eurographics Association, 2010)
      The ability to estimate the three-dimensional structure of a human face from a single image has many useful applications, including but not limited to the fields of face recognition, modelling and actors head replacement. ...
    • Procedural Generation of Urban Environments through Space and Time 

      Noghani, Jeremy; Liarokapis, Fotis; Anderson, Eike Falk (The Eurographics Association, 2010)
      Although various methods of procedurally generating cities have been proposed in recent years, the problem remains that a user desiring a city from a particular time period or country would have to make time-consuming ...