Browsing EG2014 - Short Papers by Subject "I.3.7 [Computer Graphics]"
Now showing items 1-5 of 5
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Deferred Shading for Order-Independent Transparency
(The Eurographics Association, 2014)Rendering many layers of transparency presents difficult challenges with respect to performance. Most previous work focused on the sorting problem, paying the full shading cost for all fragments. We present a method that ... -
Latency Considerations of Depth-first GPU Ray Tracing
(The Eurographics Association, 2014)Despite the potential divergence of depth-first ray tracing [AL09], it is nevertheless the most efficient approach on massively parallel graphics processors. Due to the use of specialized caching strategies that were ... -
Merging Live and pre-Captured Data to support Full 3D Head Reconstruction for Telepresence
(The Eurographics Association, 2014)This paper proposes a 3D head reconstruction method for low cost 3D telepresence systems that uses only a single consumer level hybrid sensor (color+depth) located in front of the users. Our method fuses the real-time, ... -
Regional Time Stepping for SPH
(The Eurographics Association, 2014)This paper presents novel and efficient strategies to spatially adapt the amount of computational effort applied based on the local dynamics of a free surface flow, for classic weakly compressible SPH (WCSPH). Using a ... -
A User Study: Is the Advection Step in Shallow Water Equations Really Necessary?
(The Eurographics Association, 2014)Heightfield methods, such as the pipe method and shallow water equations (SWE), have often been used to simulate large areas of water. Of these, the SWE are often preferred due to being more realistic, but they are also ...