7,795 Works

epth Complexity in Object-Parallel Graphics Architectures

Michael Cox & Pat Hanrahan
Eurographics Workshop on Graphics Hardware

Optimal Texture Mapping

Song De Ma & Hong Lin
Texture mapping is one of the most important techniques for highquality image synthesis. It can enhance immensely the visual richness of raster-scan images. We address in this paper the problem of mapping planar texture pattern onto arbitrarily curved surfaces. It is well known that such a mapping will inevitably produce distortion for any undevelopable surface. Although many techniques for texture mapping have been presented in the literature [1], to our knowledge, no general method existed...

Real-Time Animation of Particles and Seaweeds in Underwater Scenes

Y. Coulais, D. Ghazanfarpour, O. Terraz & S. Thon
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. In this paper, we present a new real-time method for animation of suspended particles and seaweeds in underwater scenes. One of the main advantages of this method, compared to other approaches, is the real-time animation of submerged objects by taking...

Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids

Hendrik Hochstetter, Jens Orthmann & Andreas Kolb
We present a fast and accurate ray casting technique for unstructured and dynamic particle sets. Our technique focuses on efficient, high quality volume rendering of fluids for computer animation and scientific applications. Our novel adaptive sampling scheme allows to locally adjust sampling rates both along rays and in lateral direction and is driven by a user-controlled screen space error tolerance. In order to determine appropriate local sampling rates, we propose a sampling error analysis framework...

Viewpoint Selection for Liquid Animations

Chihiro Suzuki & Takashi Kanai
We propose a viewpoint selection method for time-varying liquid shapes in order to select the best viewpoint for liquid animations. First, viewpoint evaluation is performed by a combination of three evaluation terms; occlusion term, spatial feature term, and temporal feature term, and the viewpoint having the maximum evaluation value is selected as the “best viewpoint”. Through various experiments, it was confirmed that the results of this method is consistent with human intuition and that it...

HTC Vive Pro Time Performance Benchmark for Scientific Research

Morgan Le Chénéchal & Jonas Chatel Goldman
Widespread availability of consumer-level virtual reality (VR) devices creates a venue for their massive use in psychology and neuroscience research. The application of VR to scientific research however poses significant constraints on system performance and stability. In particular, studies with multimodal measurement of human behavior and physiology require precise hardwaresoftware synchronization with precise event labeling (within 10 milliseconds). Previous works investigating suitability of VR systems for research have mainly focused on benchmarking performance in spatial...

Table of Contents and Preface

Peter Hall & Philip Willis
Vision, Video, and Graphics (VVG) 2003

Quantifying 3D Shape Similarity Using Maps: Recent Trends, Applications and Perspectives

S. Biasotti, A. Cerri, A. Bronstein & M. Bronstein
Eurographics 2014 - State of the Art Reports

Motion Capture Data Completion and Denoising by Singular Value Thresholding

Ranch Y. Q. Lai, Pong C. Yuen & Kelvin K. W. Lee
Eurographics 2011 - Short Papers

Perceptually-informed accelerated rendering of high quality walkthrough sequences

Karol Myszkowski, Przemyslaw Rokita & Takehiro Tawara
In this paper, we consider accelerated rendering of walkthrough animation sequences using combination of ray tracing and Image-Based Rendering (IBR) techniques. Our goal is to derive as many pixels as possible using inexpensive IBR techniques without affecting the animation quality. A perception-based spatio-temporal Animation Quality Metric (AQM) is used to automatically guide such a hybrid rendering. The Pixel Flow (PF) obtained as a by-product of the IBR computation is an integral part of the AQM....

Deformation Styles for Spline-based Skeletal Animation

Sven Forstmann, Jun Ohya, Artus Krohn-Grimberghe & Ryan McDougall
Eurographics/SIGGRAPH Symposium on Computer Animation

A web-enabled Geovisual Analytics tool applied to OECD Regional Data

Mikael Jern, Monica Brezzi & Lars Thygesen
Eurographics 2009 - Areas Papers

Finding Arbitrary Shaped Clusters with Related Extents in Space and Time

Christian Pölitz, Gennady Andrienko & Natalia Andrienko
EuroVAST 2010: International Symposium on Visual Analytics Science and Technology

On the Value of Multi-Volume Visualization for Preoperative Planning of Cerebral AVM Surgery

Florian Weiler, Christian Rieder, Carlos A. David, Christoph Wald & Horst K. Hahn
Eurographics Workshop on Visual Computing for Biology and Medicine

Low Cost Decomposition of Direct and Global Illumination in Real Scenes

Elena Garces, Fernando Martin & Diego Gutierrez
Recent advances in the field of computational light transport have made it possible to solve previously unsolvable problems thanks to incorporating new devices and techniques. One of these problems is the decomposition of the illumination into its local and global components in real scenes. Previous work has managed to perform such a decomposition by projecting several light patterns on a target scene and processing its captures. In this work we build on that approach and...

Interactive Shape Modeling and Deformation

Olga Sorkine & Mario Botsch
Eurographics 2009 - Tutorials

3D Enhanced Model from Multiple Data Sources for the Analysis of the Cylinder Seal of Ibni-Sharrum

Denis Pitzalis, Paolo Cignoni, Michel Menu & Genevieve Aitken
VAST: International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage

GreenArt: A Tool for Non-Photorealistic Rendering of Plants and Trees

C. Campos, R. Quirós, J. Huerta, E. Camahort, J. Lluch & R. Vivo
Eurographics 2003 - Posters

Proposed VR Simulator with Ability to Discriminate Velocity of Approaching Car

S. Aoyama, Y. Terata, K. Saruta & G. Chen
In Japan, fatal traffic accidents have accounted for the majority of overall traffic fatalities by the elderly pedestrian. One of the major reasons why elderly pedestrians are involved in traffic accidents is that they misread the velocity of the approaching car because aging leads to decline in sensory function. We developed an inspection system that can quantify the ability of persons to discriminate the velocity of an approaching car using virtual reality(VR) for the purpose...

Extending the Working Volume of Projection-based Mixed Reality Systems

R.C. Splechtna & A.L. Fuhrmann
The working volume of a Mixed Reality (MR) system - which superimposes the real environment with computer- generated virtual content - strongly depends upon the output/display device used. Single screen projection systems like the Barco Baron Table or the FakeSpace ImmersaDesk M seem rather limited regarding their working volume when compared with the CAVE, which is the only projection-based MR installation providing a wide range of viewing directions. We show how the working volume of...

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