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Now showing items 11-20 of 114
Anatomy-Inspired Weight for Real-time Character Animation
(The Eurographics Association, 2016)
In this paper, the use of anatomy-inspired weight (AIW) is proposed to automatically compute the skinning weights for realtime character animation. AIW is modeled as a function of the anatomical distance to consider ...
Automatic Garment Modeling From Front And Back Images
(The Eurographics Association, 2014)
We present a system which can automatically generate a realistic garment model from two images of an existing garment. Without the requirement of tailoring expertise and tedious operation, our method takes the front and ...
Efficient Visibility Heuristics for kd-trees Using the RTSAH
(The Eurographics Association, 2015)
Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ...
An Incremental SMLAOI Algorithm for Progressive Downloading Large Scale WebVR Scenes
(The Eurographics Association, 2009)
Interactive downloading huge virtual scenes on Internet is always a challenging task of large scale DVE(Distributed Virtual Environment) systems. Along classical progressive transmission mechanism based on AOI (Area of ...
Local Quasi-Monte Carlo Exploration
(The Eurographics Association, 2017)
In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...
Automatic 3D Posing from 2D Hand-Drawn Sketches
(The Eurographics Association, 2014)
Inferring the 3D pose of a character from a drawing is a non-trivial and under-constrained problem. Solving it may help automate various parts of an animation production pipeline such as pre-visualisation. In this paper, ...
RTSG: Ray Tracing for X3D via a Flexible Rendering Framework
(The Eurographics Association, 2009)
VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most ...
An Implicit Tensor-Mass Solver on the GPU for Soft Bodies Simulation
(The Eurographics Association, 2012)
The realistic and interactive simulation of deformable objects has become a challenge in Computer Graphics. In this paper, we propose a GPU implementation of the resolution of the mechanical equations, using a semi-implicit ...
Shape Depiction for Transparent Objects with Bucketed k-Buffer
(The Eurographics Association, 2016)
Shading techniques are useful to deliver a better understanding of object shapes. When transparent objects are involved, depicting the shape characteristics of each surface is even more relevant. In this paper, we propose ...
Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals
(The Eurographics Association, 2016)
Computing accurate hard shadows is a difficult problem in interactive rendering. Previous methods rely either on Shadow Maps or Shadow Volumes. Recently Partitioned Shadow Volumes (PSV) has been introduced. It revisits the ...