Now showing items 261-280 of 2371

    • Interactive Segmentation of Textured Point Clouds 

      Schmitz, Patric; Suder, Sebastian; Schuster, Kersten; Kobbelt, Leif (The Eurographics Association, 2022)
      We present a method for the interactive segmentation of textured 3D point clouds. The problem is formulated as a minimum graph cut on a k-nearest neighbor graph and leverages the rich information contained in high-resolution ...
    • Neural Adaptive Scene Tracing (NAScenT) 

      Li, Rui; Rückert, Darius; Wang, Yuanhao; Idoughi, Ramzi; Heidrich, Wolfgang (The Eurographics Association, 2022)
      Neural rendering with implicit neural networks has recently emerged as an attractive proposition for scene reconstruction, achieving excellent quality albeit at high computational cost. While the most recent generation of ...
    • Local Attention Guided Joint Depth Upsampling 

      Mallick, Arijit; Engelhardt, Andreas; Braun, Raphael; Lensch, Hendrik P. A. (The Eurographics Association, 2022)
      Image super resolution is a classical computer vision problem. A branch of super resolution tasks deals with guided depth super resolution as objective. Here, the goal is to accurately upsample a given low resolution depth ...
    • Evaluation of Volume Representation Networks for Meteorological Ensemble Compression 

      Höhlein, Kevin; Weiss, Sebastian; Necker, Tobias; Weissmann, Martin; Miyoshi, Takemasa; Westermann, Rüdiger (The Eurographics Association, 2022)
      Recent studies have shown that volume scene representation networks constitute powerful means to transform 3D scalar fields into extremely compact representations, from which the initial field samples can be randomly ...
    • VMV 2022: Frontmatter 

      Bender, Jan; Botsch, Mario; Keim, Daniel A. (The Eurographics Association, 2022)
    • Valeu a pena! . . . It was worth it. 

      Encarnação, José Luis (Eurographics Association, 2021)
      How a Portuguese immigrant discovered Germany — and conquered Computer Graphics in Europe
    • Generalized Decoupled and Object Space Shading System 

      Baker, Daniel; Jarzynski, Mark (The Eurographics Association, 2022)
      We present a generalized decoupled and object space shading system. This system includes a new layer material system, a dynamic hierarchical sparse shade space allocation system, a GPU shade work dispatcher, and a multi-frame ...
    • Multi-Fragment Rendering for Glossy Bounces on the GPU 

      Yoshimura, Atsushi; Tokuyoshi, Yusuke; Harada, Takahiro (The Eurographics Association, 2022)
      Multi-fragment rendering provides additional degrees of freedom in postprocessing. It allows us to edit images rendered with antialiasing, motion blur, depth of field, and transparency. To store multiple fragments, ...
    • GAN-based Defect Image Generation for Imbalanced Defect Classification of OLED panels 

      Jeon, Yongmoon; Kim, Haneol; Lee, Hyeona; Jo, Seonghoon; Kim, Jaewon (The Eurographics Association, 2022)
      Image classification based on neural networks has been widely explored in machine learning and most research have focused on developing more efficient and accurate network models for given image dataset mostly over natural ...
    • Spatiotemporal Blue Noise Masks 

      Wolfe, Alan; Morrical, Nathan; Akenine-Möller, Tomas; Ramamoorthi, Ravi (The Eurographics Association, 2022)
      Blue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks can minimize unwanted low-frequency noise in the final image. Current methods of applying ...
    • HedcutDrawings: Rendering Hedcut Style Portraits 

      Pena-Pena, Karelia; Arce, Gonzalo R. (The Eurographics Association, 2022)
      Stippling illustrations of CEOs, authors, and world leaders have become an iconic style. Dot after dot is meticulously placed by professional artists to complete a hedcut, being an extremely time-consuming and painstaking ...
    • GPU-Driven Real-Time Mesh Contour Vectorization 

      Jiang, Wangziwei; Li, Guiqing; Nie, Yongwei; Xian, Chuhua (The Eurographics Association, 2022)
      Rendering contours of 3D meshes has a wide range of applications. Previous CPU-based contour rendering algorithms support advanced stylized effects but cannot achieve realtime performance. On the other hand, real-time ...
    • Precomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lighting 

      Xu, Yang; Jiang, Yuanfa; Wang, Chenhao; Li, Kang; Zhou, Pengbo; Geng, Guohua (The Eurographics Association, 2022)
      Rendering environment lighting using ray tracing is challenging because many rays within the hemisphere are required to be traced. In this work, we propose discrete visibility fields (DVFs), which store visibility information ...
    • A Real-Time Adaptive Ray Marching Method for Particle-Based Fluid Surface Reconstruction 

      Wu, Tong; Zhou, Zhiqiang; Wang, Anlan; Gong, Yuning; Zhang, Yanci (The Eurographics Association, 2022)
      In the rendering of particle-based fluids, the surfaces reconstructed by ray marching techniques contain more details than screen space filtering methods. However, the ray marching process is quite time-consuming because ...
    • A Learned Radiance-Field Representation for Complex Luminaires 

      Condor, Jorge; Jarabo, Adrián (The Eurographics Association, 2022)
      We propose an efficient method for rendering complex luminaires using a high quality octree-based representation of the luminaire emission. Complex luminaires are a particularly challenging problem in rendering, due to ...
    • NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field 

      Li, Zhong; Song, Liangchen; Liu, Celong; Yuan, Junsong; Xu, Yi (The Eurographics Association, 2022)
      In this paper, we present an efficient and robust deep learning solution for novel view synthesis of complex scenes. In our approach, a 3D scene is represented as a light field, i.e., a set of rays, each of which has a ...
    • Polarization-imaging Surface Reflectometry using Near-field Display 

      Nogue, Emilie; Lin, Yiming; Ghosh, Abhijeet (The Eurographics Association, 2022)
      We present a practical method for measurement of spatially varying isotropic surface reflectance of planar samples using a combination of single-view polarization imaging and near-field display illumination. Unlike previous ...
    • Stenciled Volumetric Ambient Occlusion 

      Brüll, Felix; Kern, René; Grosch, Thorsten (The Eurographics Association, 2022)
      Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts ...
    • Planetary Shadow-Aware Distance Sampling 

      Breyer, Carl; Zirr, Tobias (The Eurographics Association, 2022)
      Dusk and dawn scenes have been difficult for brute force path tracers to handle. We identify that a major source of the inefficiency in explicitly path tracing the atmosphere in such conditions stems from wasting samples ...
    • SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting 

      Mirbauer, Martin; Rittig, Tobias; Iser, Tomáš; Krivánek, Jaroslav; Šikudová, Elena (The Eurographics Association, 2022)
      Achieving photorealism when rendering virtual scenes in movies or architecture visualizations often depends on providing a realistic illumination and background. Typically, spherical environment maps serve both as a natural ...