Now showing items 1-11 of 11

    • 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 ...
    • 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, ...
    • 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] ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • EUROGRAPHICS 2024: Posters Frontmatter 

      Liu, Lingjie; Averkiou, Melinos (Eurographics Association, 2024)