EG 2024 - Posters
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Posters
Comparing NVIDIA RTX and a Novel Voxel-Space Ray Marching Approach as Global Illumination
Solutions
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[meta data ]
Distributed Surface Reconstruction
[full paper
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Dense 3D Gaussian Splatting Initialization for Sparse Image Data
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Behavioral Landmarks: Inferring Interactions from Data
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VirtualVoxelCrowd: Rendering One Billion Characters at Real-Time
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Reconstruction of Sparse Hyperspectral BRDF Measurements Preserving Their Physical and
Topological Properties
[full paper
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ShapeVerse: Physics-based Characters with Varied Body Shapes
[full paper
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[meta data ]
Interactive VPL-based Global Illumination on the GPU Using Adaptive Fuzzy Clustering
[full paper
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Topological Data Structure for Computer Graphics
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From Few to Full: High-Resolution 3D Object Reconstruction from Sparse Views and Unknown
Poses
[full paper
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[meta data ]
Recent Submissions
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Interactive VPL-based Global Illumination on the GPU Using Adaptive Fuzzy Clustering
(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
(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
(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
(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
(Eurographics Association, 2024) -
Behavioral Landmarks: Inferring Interactions from Data
(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
(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
(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
(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
(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
(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 ...