Now showing items 1-20 of 25

    • Automatic Composition of Motion Capture Animation for Music Synchronization 

      Xu, Jianfeng; Takagi, Koichi; Kawada, Ryoichi (The Eurographics Association, 2010)
      To enrich the music experience, automatic generation of a CG music visualizer is attracting more and more attention, where 3D animation is composed to synchronize with the music using motion capture data. In this paper, ...
    • Adaptive Collapsing on Bounding Volume Hierarchies for Ray-Tracing 

      Pinto, André Susano (The Eurographics Association, 2010)
      Ray tracing is a computationally intensive process, several tree data structures and heuristics have been developed to optimize it. This paper presents a new heuristic in the area, based on collapsing some nodes in order ...
    • Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering 

      Schwenk, Karsten; Franke, Tobias; Drevensek, Timm; Kuijper, Arjan; Bockholt, Ulrich; Fellner, Dieter W. (The Eurographics Association, 2010)
      Spectral rendering takes the full visible spectrum into account when calculating light-surface interaction and can overcome the well-known deficiencies of rendering with tristimulus color models. We present a variant of ...
    • 3D Isocontours Real-time Generation and Visualization of 3D Stepped Terrain Models 

      Glander, Tassilo; Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2010)
      Isocontours (also isopleths, isolines, level sets) are commonly used to visualize real-valued data defined over a 2D plane according to a set of given isovalues. To support the 3D landscape metaphor for information ...
    • Using Lego Pieces for Camera Calibration: a Preliminary Study 

      Baronti, Luca; Dellepiane, Matteo; Scopigno, Roberto (The Eurographics Association, 2010)
      Camera calibration is an important operation for a number of applications in the field of Computer Graphics and Computer Vision. In particular, if the intrinsic parameters of the camera are known in advance, the accuracy ...
    • Ray Tracing using Hierarchies of Slab Cut Balls 

      Källberg, Linus; Larsson, Thomas (The Eurographics Association, 2010)
      In this paper, bounding volume trees of slab cut balls are evaluated and compared with other types of trees for ray tracing. A novel tree construction algorithm is proposed, which utilizes a relative orientation heuristic ...
    • Skeleton Based As-Rigid-As-Possible Volume Modeling 

      Zhang, Shaoting; Nealen, Andrew; Metaxas, Dimitris (The Eurographics Association, 2010)
      Shape deformation and editing are important for animation and game design. Based on as-rigid-as-possible (ARAP) surface modeling, an efficient approach is proposed to approximately preserve the volume of an object with ...
    • Animating Sand as a Surface Flow 

      Zhu, Bo; Yang, Xubo (The Eurographics Association, 2010)
      This paper presents a new efficient method for animating sand and other granular materials in 3D scenes. Our method couples 2D and 3D simulation techniques in a physically based way. A surface flow model of granular ...
    • Dynamic Cage-Driven 3D Range-Scan Alignment 

      Seversky, Lee M.; Yin, Lijun (The Eurographics Association, 2010)
      This paper presents a novel and automatic approach for aligning range-scan data of objects exhibiting non-rigid, articulated motion using a cage-driven reduced deformable model. Reduced deformable models have previously ...
    • Simple and Robust Iterative Importance Sampling of Virtual Point Lights 

      Georgiev, Iliyan; Slusallek, Philipp (The Eurographics Association, 2010)
      We present a simple and practical algorithm for importance sampling virtual point lights (VPLs) [Kel97], suitable for multi-pass rendering. During VPL distribution, a Russian roulette decision accepts each VPL proportionally ...
    • Segmental Brush Synthesis with Stroke Images 

      Ando, Ryoichi; Tsuruno, Reiji (The Eurographics Association, 2010)
      We present a new approach for synthesizing realistic brush strokes exploiting recent works of texture synthesis from stroke images. (See Figure 1). In our method, stroke images are automatically decomposed into a sequence ...
    • Sliding Deformation: Shape Preserving Per-Vertex Displacement 

      Pinskiy, Dmitriy (The Eurographics Association, 2010)
      We present a novel algorithm for deforming a locally smooth polygonal mesh by sliding its vertices over the surface. This sliding deformation creates the visual appearance of texture animation without requiring an explicit ...
    • Hybrid Mesh Editing 

      Borosán, Péter; Howard, Reid; Zhang, Shaoting; Nealen, Andrew (The Eurographics Association, 2010)
      Surface-based deformation and cage-based deformation are two popular shape editing paradigms. Surface-based methods are easy to use and produce high-quality results by preserving differential properties of the surface mesh, ...
    • Skeleton Computation of an Image Using a Geometric Approach 

      Martinez, Jonas; Vigo, Marc; Pla-Garcia, Nuria; Ayala, Dolors (The Eurographics Association, 2010)
      In this work we develop two algorithms to compute the skeleton of a binary 2D image. Both algorithms follow a geometric approach and work directly with the boundary of the image which is an orthogonal polygon (OP). One of ...
    • Finding Approximate Ambigrams and Making them Exact 

      Loviscach, Joern (The Eurographics Association, 2010)
      Rotational ambigrams are arrangements of letters that can also be read upside down. Existing approaches to automatically create such ambigrams employ highly artificially-looking and difficult-to-read typefaces. In contrast ...
    • Path Regeneration for Interactive Path Tracing 

      Novák, Jan; Havran, Vlastimil; Dachsbacher, Carsten (The Eurographics Association, 2010)
      Rendering of photo-realistic images at interactive frame rates is currently an extensively researched area of computer graphics.Many of these approaches attempt to utilize the computational power of modern graphics hardware ...
    • Interactive Creation of Virtual Worlds Using Procedural Sketching 

      Smelik, Ruben M.; Tutenel, Tim; Kraker, Klaas Jan de; Bidarra, Rafael (The Eurographics Association, 2010)
      Procedural modelling is an attractive alternative to cut down the costs of manual content creation for virtual worlds. We discuss our declarative modelling approach to the creation of 3D virtual worlds, which integrates a ...
    • Procedural Descriptions of Anisotropic Noisy Textures by Example 

      Gilet, Guillaume; Dischler, Jean-Michel; Soler, Luc (The Eurographics Association, 2010)
      This short paper introduces a new approach to automate the creation of procedural anisotropic noisy textures by using an example. As for past approaches that allow one to obtain procedural descriptions of stochastic ...
    • Interactive Rendering to View-Dependent Texture-Atlases 

      Trapp, Matthias; Döllner, Jürgen (The Eurographics Association, 2010)
      The image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments ...
    • A Film Balloon Design System Integrated with Shell Element Simulation 

      Furuta, Yohsuke; Umetani, Nobuyuki; Mitani, Jun; Igarashi, Takeo; Fukui, Yukio (The Eurographics Association, 2010)
      CAD systems that have user-friendly interfaces for assisting ordinary people to design objects is becoming common. Most of these systems combine a sketch interface with physical simulation. In this paper, we propose a ...