Posters
Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions
Oren Erlich, Sarah Aristizabal, Lucas Li, Brandon Woodard, Irene Humer, and Christian Eckhardt
Distributed Surface Reconstruction
Diana Marin, Patrick Komon, Stefan Ohrhallinger, and Michael Wimmer
Dense 3D Gaussian Splatting Initialization for Sparse Image Data
Simon Seibt, Thomas Chang, Bartosz von Rymon Lipinski, and Marc Erich Latoschik
Behavioral Landmarks: Inferring Interactions from Data
Marilena Lemonari, Panayiotis Charalambous, Andreas Panayiotou, Yiorgos Chrysanthou, and Julien Pettré
VirtualVoxelCrowd: Rendering One Billion Characters at Real-Time
Jinyuan Yang and Abraham G. Campbell
Reconstruction of Sparse Hyperspectral BRDF Measurements Preserving Their Physical and Topological Properties
François Margall, Romain Ceolato, Eric Coiro, Sébastien Mavromatis, and Romain Pacanowski
ShapeVerse: Physics-based Characters with Varied Body Shapes
Bharat Vyas and Carol O'Sullivan
Interactive VPL-based Global Illumination on the GPU Using Adaptive Fuzzy Clustering
Arnau Colom, Ricardo Marques, and Luís Paulo Santos
Topological Data Structure for Computer Graphics
Gábor Fábián
From Few to Full: High-Resolution 3D Object Reconstruction from Sparse Views and Unknown Poses
Grekou Yao, Sebastien Mavromatis, and Jean-Luc Mari

Recent Submissions

  • Interactive VPL-based Global Illumination on the GPU Using Adaptive Fuzzy Clustering 

    Colom, Arnau; Marques, Ricardo; Santos, Luís Paulo (The Eurographics Association, 2024)
    Physically-based synthesis of high quality imagery results in a significant workload, which makes interactive rendering a very challenging task. Our approach to achieve such interactive frame rates while accurately simulating ...
  • ShapeVerse: Physics-based Characters with Varied Body Shapes 

    Vyas, Bharat; O'Sullivan, Carol (The Eurographics Association, 2024)
    Computer animation of realistic human characters remains a significant challenge. This work used deep reinforcement learning to generate physics-based characters with diverse body shapes. We aimed to replicate reference ...
  • Topological Data Structure for Computer Graphics 

    Fábián, Gábor (The Eurographics Association, 2024)
    This research is motivated by the following well-known contradiction. In computer-aided design or modeling tasks, we generally represent surfaces using edge-based data structures as winged edge [Bau75], half-edge [MP78] ...
  • From Few to Full: High-Resolution 3D Object Reconstruction from Sparse Views and Unknown Poses 

    Yao, Grekou; Mavromatis, Sebastien; Mari, Jean-Luc (The Eurographics Association, 2024)
    Recent progress in 3D reconstruction has been driven by generative models, moving from traditional multi-view dependence to single-image diffusion model based techniques. However, these innovative approaches often face ...
  • EUROGRAPHICS 2024: Posters Frontmatter 

    Liu, Lingjie; Averkiou, Melinos (Eurographics Association, 2024)
  • Behavioral Landmarks: Inferring Interactions from Data 

    Lemonari, Marilena; Charalambous, Panayiotis; Panayiotou, Andreas; Chrysanthou, Yiorgos; Pettré, Julien (The Eurographics Association, 2024)
    We aim to unravel complex agent-environment interactions from trajectories, by explaining agent paths as combinations of predefined basic behaviors. We detect trajectory points signifying environment-driven behavior changes, ...
  • VirtualVoxelCrowd: Rendering One Billion Characters at Real-Time 

    Yang, Jinyuan; Campbell, Abraham G. (The Eurographics Association, 2024)
    In this paper, we introduce VirtualVoxelCrowd, which aims to address the challenges of data scale and overdraw in massive crowd rendering applications. The approach leverages multiple levels of detail and multi-pass culling ...
  • Reconstruction of Sparse Hyperspectral BRDF Measurements Preserving Their Physical and Topological Properties 

    Margall, François; Ceolato, Romain; Coiro, Eric; Mavromatis, Sébastien; Pacanowski, Romain (The Eurographics Association, 2024)
    The measurement of hyperspectral bidirectional reflectance distribution function (BRDF) of a material is a key issue in physically based spectral rendering. We present here a device for measuring BRDF, enabling high spectral ...
  • Dense 3D Gaussian Splatting Initialization for Sparse Image Data 

    Seibt, Simon; Chang, Thomas Vincent Siu-Lung; Lipinski, Bartosz von Rymon; Latoschik, Marc Erich (The Eurographics Association, 2024)
    This paper presents advancements in novel-view synthesis with 3D Gaussian Splatting (3DGS) using a dense and accurate SfM point cloud initialization approach. We address the challenge of achieving photorealistic renderings ...
  • Distributed Surface Reconstruction 

    Marin, Diana; Komon, Patrick; Ohrhallinger, Stefan; Wimmer, Michael (The Eurographics Association, 2024)
    Recent advancements in scanning technologies and their rise in availability have shifted the focus from reconstructing surfaces from point clouds of small areas to large, e.g., city-wide scenes, containing massive amounts ...
  • Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination Solutions 

    Erlich, Oren; Aristizabal, Sarah; Li, Lucas; Woodard, Brandon; Humer, Irene; Eckhardt, Christian (The Eurographics Association, 2024)
    In this work, we investigate the performance-as well as the quality difference-between the state of the art NVIDIA DXR ray tracing pipeline and a voxelspace ray marching (VSRM). In order to maintain an acceptable quality ...