Short Papers
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Incoherent Ray Tracing without Acceleration Structures
(The Eurographics Association, 2012)Recently, a new family of dynamic ray tracing algorithms, called divide-and-conquer ray tracing, has been introduced. This approach partitions the primitives on-the-fly during ray traversal, which eliminates the need for ... -
Hyperplane Culling for Stochastic Rasterization
(The Eurographics Association, 2012)We present two novel culling tests for rasterization of simultaneous depth of field and motion blur. These tests efficiently reduce the set of xyuvt samples that need to be coverage tested within a screen space tile. The ... -
S-buffer: Sparsity-aware Multi-fragment Rendering
(The Eurographics Association, 2012)This work introduces S-buffer, an efficient and memory-friendly gpu-accelerated A-buffer architecture for multifragment rendering. Memory is organized into variable contiguous regions for each pixel, thus avoiding limitations ... -
Real-Time Metaball Ray Casting with Fragment Lists
(The Eurographics Association, 2012)In this paper we describe a method for rendering particle-based medium representations. The algorithm builds per-pixel lists of relevant metaballs, then incrementally constructs a piecewise polynomial approximation of ... -
Physically-Based Depth of Field in Augmented Reality
(The Eurographics Association, 2012)We present a novel method for rendering and compositing video in augmented reality. We focus on calculating the physically correct result of the depth of field caused by a lens with finite sized aperture. In order to ... -
Automatic Line Handles for Freeform Deformation
(The Eurographics Association, 2012)Interactive freeform surface deformation methods allow to explore the space of possible shapes using simple control structures. While recent advances in variational editing provide high quality deformations, designing ... -
GPU based ARAP Deformation using Volumetric Lattices
(The Eurographics Association, 2012)We present a novel lattice based direct manipulation paradigm (LARAP) for mesh editing that decouples the runtime complexity from the mesh’s geometric complexity. Since our non-linear optimization is based on the ARAP ... -
Image-based Animation of Clothes
(The Eurographics Association, 2012)We propose a pose-dependent image-based rendering approach for the visualization of clothes with very high rendering quality. Our representation combines body-pose-dependent geometry and appearance. A geometric model ... -
Fast Response and Quick Progressive Transitions using Body Part Motion Graphs
(The Eurographics Association, 2012)Interactive applications where 3D character animation plays an important role need avatars ready to perform different activities. This objective has been accomplished in different works [LCR*02] [ZS09] that look for ... -
Improved Obstacle Relevancy, Distance, and Angle for Crowds Constrained to Arbitrary Manifolds in 3D Space
(The Eurographics Association, 2012)Recent work has proposed crowd simulation algorithms on arbitrary manifolds in 3D space. These algorithms simulate crowds on far more realistic surfaces than previously possible, including multi-story structures, science ... -
Solid-state Culled Discrete Element Granular Systems
(The Eurographics Association, 2012)Dry granular materials are common in computer animations, such as when a character drags a finger through sand or grabs a handful of wheat. However, simulating hundreds of thousands to millions of interacting particulates ... -
FTLE Computation Beyond First-Order Approximation
(The Eurographics Association, 2012)We present a framework for different approaches to finite-time Lyapunov exponent (FTLE) computation for 2D vector fields, based on the advection of seeding circles. On the one hand it unifies the popular flow map approach ... -
Steady State Stokes Flow Interpolation for Fluid Control
(The Eurographics Association, 2012)Fluid control methods often require surface velocities interpolated throughout the interior of a shape to use the velocity as a feedback force or as a boundary condition. Prior methods for interpolation in computer graphics ... -
Geometric Details on Skeleton-based Implicit Surfaces
(The Eurographics Association, 2012)We present a modeling technique to enhance implicit surfaces with procedural geometric details. The details are based on Gabor noise, which enables us to seamlessly handle anisotropy. The orientation of details can be ... -
Example-based Road Network Synthesis
(The Eurographics Association, 2012)We present a novel method for automatically synthesizing road networks that are perceptually similar to given example road networks. Our algorithm can grow a new road network from an initial node or expand an existing ... -
Efficient Evaluation of Semi-Smooth Creases in Catmull-Clark Subdivision Surfaces
(The Eurographics Association, 2012)We present a novel method to evaluate semi-smooth creases in Catmull-Clark subdivision surfaces. Our algorithm supports both integer and fractional crease tags corresponding to the RenderMan (Pixar) specification. In order ... -
Scented Sliders for Procedural Textures
(The Eurographics Association, 2012)Procedural textures often expose a set of parameters controlling their final appearance. This lets end users tune the final look and feel, typically through a set of sliders. However, it is difficult to predict the changes ... -
Variation-Factored Encoding of Facade Images
(The Eurographics Association, 2012)Urban facades contain large-scale repetitions in the form of windows, doors, etc. Such elements often are in different configurations (e.g., open or closed) obscuring their regular arrangements to any direct low-level pixel ... -
Shape Reconstruction from Raw Point Clouds using Depth Carving
(The Eurographics Association, 2012)Shape reconstruction from raw point sets is a hot research topic. Point sets are increasingly available as primary input source, since low-cost acquisition methods are largely accessible nowadays, and these sets are more ... -
Automatic Multi-view Surface Matching
(The Eurographics Association, 2012)In this paper we tackle the problem of automatically aligning an unordered set of range views. We propose a full pipeline that goes from the scans to the complete 3D model. The emphasis is on the automation no manual ...