Now showing items 341-360 of 388

    • Towards Realism in Facial Image Prototyping: Results of a Wavelet MRF Method 

      Tiddeman, Bernard; Stirrat, Michael; Perrett, David (The Eurographics Association, 2005)
      The ability to combine multiple images to produce a composite that is representative of the set has applications in psychology research, medical imaging and entertainment. Current techniques using a combination of image ...
    • Simulating the Cumulative Effects of Multiple Impacts using 'Fracture Maps' 

      Clifton, T. (The Eurographics Association, 2005)
      Abstract Much research has been carried out within the computer graphics community to simulate the effects of collisions between deformable and rigid bodies, but little has been proposed to take into account the effects ...
    • Perlin Noise and 2D Second-Order Tensor Field Visualization 

      Liu, J.; Perrin, J.; Turner, M.; Hewitt, W. T. (The Eurographics Association, 2005)
      There has been much research in the use of texture for visulization the vector field data, whereas there has only been a few papers concerned specifically with tensor field data. This set is more complex and embeds more ...
    • Perceptual Level of Detail for Efficient Ray Tracing of Complex Scenes 

      Yang, X.; Chalmers, A. (The Eurographics Association, 2005)
      Rendering complex scenes in real time remains one of the major challenges in computer graphics. Recent research in perceptual rendering algorithms and level of detail techniques have shown that, by exploiting knowledge of ...
    • Integrating Abstract and Physical Molecular Model Interaction 

      Thorne, Dave; Pettifer, Steve; Attwood, Terri (The Eurographics Association, 2005)
      Historically, bioinformaticians have carried out protein analysis in one of two ways: by concentrating on either the physical structural representation of the subject data or a more abstract sequential representation. This ...
    • Perceptually-Oriented Interest Management In Large-Scale Networked Virtual Environments 

      Dunwell, I.; Whelan, J. C. (The Eurographics Association, 2005)
      Amongst the most significant challenges in developing large-scale multi-user virtual environments is the efficient filtering of data to each user - a process commonly described as "interest management". This work-in-progress ...
    • Virtual Sculpting Using Implicit Surfaces with Scattered Data Interpolation 

      Zhang, K.; Noble, R. A.; McDermott, R. J.; Wilson, A. (The Eurographics Association, 2005)
      This paper presents a virtual sculpting system that shows an approach to the interactive deformation of soft objects. The soft objects are represented by implicit surfaces which are visualized using a constrained particle ...
    • Selective Parallel Rendering for High-Fidelity Graphics 

      Debattista, K.; Sundstedt, V.; Pereira, F.; Chalmers, A. (The Eurographics Association, 2005)
      High-Fidelity rendering of complex scenes is one of the primary goals of computer graphics. Unfortunately, high- fidelity rendering is notoriously computationally expensive. In this paper we present a framework for ...
    • An Efficient Caching Technique for Rendering Translucent Materials 

      Keng, Shih-Ling; Lee, Wang-Yeh; Chuang, Jung-Hong (The Eurographics Association, 2005)
      This paper presents an efficient rendering technique for translucent materials using caches. The proposed caching scheme, inspired by the irradiance caching method, is integrated into a hierarchical rendering technique for ...
    • Implementing FastMap on the GPU: Considerations on General-Purpose Computation on Graphics Hardware 

      Reina, G.; Ertl, Thomas (The Eurographics Association, 2005)
      In this paper we focus on the implications of implementing generic algorithms on graphics hardware. As an example, we ported the dimensionality reduction algorithm FastMap to fragment programs and thus accelerated it by ...
    • Implementing an Improved Stereoscopic Camera Model 

      Froner, Barbara; Holliman, Nick (The Eurographics Association, 2005)
      The usable perceived depth range of all stereoscopic 3D displays is limited by human factors considerations to a bounded range around the plane of the display. To account for this our Three Region stereoscopic camera model ...
    • A Psychologically-Based Simulation of Human Behaviour 

      Rymill, Stephen J.; Dodgson, Neil A. (The Eurographics Association, 2005)
      We describe a system designed to simulate human behaviour in crowds in real-time, concentrating particularly on collision avoidance. The algorithms used are based heavily on psychology research, and the ways this has been ...
    • Real-Time Animation of Particles and Seaweeds in Underwater Scenes 

      Coulais, Y.; Ghazanfarpour, D.; Terraz, O.; Thon, S. (The Eurographics Association, 2005)
      Water is one of the most important natural phenomena to be rendered in computer graphics. Although ocean waves animation has been well studied in Computer graphics, only few studies have been done for underwater animation. ...
    • Keyframing Particles of Physically Based Systems 

      Dingle, Brent M.; Keyser, John (The Eurographics Association, 2005)
      This paper will present a way to use keyframing methods for particle motion to enhance the visual effects and user controllability of physically based particle systems. This will be done using an adaptive correction ...
    • Fast Scalable k-NN Computation for Very Large Point Clouds 

      Spina, Sandro; Debattista, Kurt; Bugeja, Keith; Chalmers, Alan (The Eurographics Association, 2012)
      The process of reconstructing virtual representations of large real-world sites is traditionally carried out through the use of laser scanning technology. Recent advances in these technologies led to improvements in precision ...
    • Computing Curve Skeletons from Medial Surfaces of 3D Shapes 

      Telea, Alexandru; Jalba, Andrei C. (The Eurographics Association, 2012)
      Skeletons are powerful shape descriptors with many applications in shape processing, reconstruction and matching. In this paper we show that in 3D, curve skeletons can be extracted from surface skeletons in the same manner ...
    • On the Fractal Behaviour of AA Patterns 

      Ahmed, Abdalla G. M. (The Eurographics Association, 2012)
      ''AA Patterns'' is a recently discovered kind of algorithmic art in the form of pixel patterns; where each pixel in a 2D bitmap is set or unset according to a simple test applied to its coordinates pair. In spite of their ...
    • Visualizing a Spherical Geological Discrete Element Model of Fault Evolution 

      Longshaw, Stephen M.; Turner, Martin J.; Finch, Emma (The Eurographics Association, 2012)
      Discrete Element Modelling (DEM) is a numerical technique that uses a system of interacting discrete bodies to simulate the movement of material being exposed to external forces. This technique is often used to simulate ...
    • Hardware Accelerated Medical Data Visualisation on the Web 

      Wei, Hui; Clapworthy, Gordon J.; Liu, E.; Zhao, Y.; McFarlane, N. M. B. (The Eurographics Association, 2012)
      This paper proposes a way to develop high-quality real-time web-based medical 3D data visualisation. Isosurface extraction is used as an example to discuss how to use programmable Graphics Processing Units (GPUs) and shaders ...
    • Analyzing and Visualizing Multivariate Volumetric Scalar Data and Their Uncertainties 

      Ma, Ji; Murphy, D.; O'Mathuna, C.; Hayes, M.; Provan, G. (The Eurographics Association, 2012)
      Data sets from the real world and most scientific simulations are known to be imperfect, often incorporating uncertainty information. Exploration and analysis of such variable data can lead to inaccurate or even incorrect ...