Browsing Short Papers by Title
Now showing items 1-20 of 25
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3D Isocontours Real-time Generation and Visualization of 3D Stepped Terrain Models
(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 ... -
Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering
(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 ... -
Adaptive Collapsing on Bounding Volume Hierarchies for Ray-Tracing
(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 ... -
Animating Sand as a Surface Flow
(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 ... -
Automatic Composition of Motion Capture Animation for Music Synchronization
(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, ... -
Data-parallel Micropolygon Rasterization
(The Eurographics Association, 2010)Abstract We implement a tile based sort-middle rasterizer in CUDA and study its performance characteristics when used as a backend for adaptive tessellation down to micropolygons. Tessellation and bucketing map very well ... -
Dynamic Cage-Driven 3D Range-Scan Alignment
(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 ... -
A Film Balloon Design System Integrated with Shell Element Simulation
(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 ... -
Finding Approximate Ambigrams and Making them Exact
(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 ... -
gCubik+i Virtual 3D Aquarium: Interfacing a Graspable 3d Display with a Tabletop Display
(The Eurographics Association, 2010)We propose gCubik+i as a new interactive platform that naturally interfaces a 3D display with a tabletop display. The proposed platform is suitable for group collaboration and it introduces two novel interaction paradigms ... -
Hybrid Mesh Editing
(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, ... -
Interactive Creation of Virtual Worlds Using Procedural Sketching
(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 ... -
Interactive Rendering to View-Dependent Texture-Atlases
(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 ... -
Path Regeneration for Interactive Path Tracing
(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 ... -
Procedural Descriptions of Anisotropic Noisy Textures by Example
(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 ... -
Ray Tracing using Hierarchies of Slab Cut Balls
(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 ... -
Real-Time Ray Tracing Using Nvidia OptiX
(The Eurographics Association, 2010)Modern GPUs with their several hundred cores and more accessible programming models are becoming attractive devices for compute-intensive applications. They are particularly well suited for applications, such as image ... -
Segmental Brush Synthesis with Stroke Images
(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 ... -
Simple and Robust Iterative Importance Sampling of Virtual Point Lights
(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 ... -
Skeleton Based As-Rigid-As-Possible Volume Modeling
(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 ...