Browsing EG UK Theory and Practice of Computer Graphics 2005 by Title
Now showing items 1-20 of 27
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Arachnid Simulation: Scaling Arbitrary Surfaces
(The Eurographics Association, 2005)There has been little research done into the realistic simulation of creatures with the ability to crawl across arbitrary surfaces, clamber up walls and walk across ceilings. Realistic simulation of such feats would be of ... -
Augmented Reality Scenarios for Guitar Learning
(The Eurographics Association, 2005)In this paper, an experimental self-teaching system capable of superimposing audio-visual information to support the process of learning to play the guitar is proposed. Different learning scenarios have been carefully ... -
Click and Brush: A Novel Way of Finding Correlations and Relationships in Visualizations
(The Eurographics Association, 2005)Brushing is a commonly used interaction technique that allows users to select items or an area of the visualization as the user moves the mouse. Brushing is often used with multiple views, where any co-related information ... -
Cost Prediction Maps for Global Illumination
(The Eurographics Association, 2005)There is a growing demand from the media industry, including computer games, virtual reality and simulation, for increasing realism in real-time for their computer generated images. Despite considerable advances in processing ... -
The Data Surface Interaction Paradigm
(The Eurographics Association, 2005)This paper presents, in contrasts to the desktop metaphor, a content centric data surface interaction paradigm for graphical user interfaces applied to music creativity improvisation. Issues taken into account were navigation ... -
An Efficient Caching Technique for Rendering Translucent Materials
(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 ... -
Fast Simulation of Facial Tissue Deformations Using Mass-Spring Chain Algorithm
(The Eurographics Association, 2005)We propose a method to develop a unique head model to be used in craniofacial surgery simulations. This method considers the shape of the head and skull structure and provides a polygonal model, which includes different ... -
Freehand 3D Curve Recognition and Oversketching
(The Eurographics Association, 2005)In the CAD/CAS field, the increasing domination of spline-based graphic objects has driven a great attention to methods focusing on the management of free-form curves. Based on the quick brainstorm illustration and stepwise ... -
Implementing an Improved Stereoscopic Camera Model
(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 ... -
Implementing FastMap on the GPU: Considerations on General-Purpose Computation on Graphics Hardware
(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 ... -
Integrating Abstract and Physical Molecular Model Interaction
(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 ... -
Keyframing Particles of Physically Based Systems
(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 ... -
Perceptual Level of Detail for Efficient Ray Tracing of Complex Scenes
(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 ... -
Perceptually-Oriented Interest Management In Large-Scale Networked Virtual Environments
(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 ... -
Perlin Noise and 2D Second-Order Tensor Field Visualization
(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 ... -
A Psychologically-Based Simulation of Human Behaviour
(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
(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. ... -
Real-time Simulation of Crowds Using Voronoi Diagrams
(The Eurographics Association, 2005)In this paper, we present a novel approach for real-time simulation of crowds. Our method is to compute generalised 2D Voronoi diagrams on environment maps for the locations of agents in the crowds. The Voronoi diagrams ... -
Selective Parallel Rendering for High-Fidelity Graphics
(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 ... -
Simulating the Cumulative Effects of Multiple Impacts using 'Fracture Maps'
(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 ...