Sciweavers

CGF
2008
126views more  CGF 2008»
13 years 4 months ago
Part-type Segmentation of Articulated Voxel-Shapes using the Junction Rule
We present a part-type segmentation method for articulated voxel-shapes based on curve skeletons. Shapes are considered to consist of several simpler, intersecting shapes. Our met...
Dennie Reniers, Alexandru Telea
CGF
2008
137views more  CGF 2008»
13 years 4 months ago
Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights
We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a...
P. Guerrero, Stefan Jeschke, Michael Wimmer
CGF
2008
108views more  CGF 2008»
13 years 4 months ago
Robust and Efficient Wave Simulations on Deforming Meshes
The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, th...
Roland Angst, Nils Thürey, Mario Botsch, Mark...
CGF
2008
161views more  CGF 2008»
13 years 4 months ago
Geometry Textures and Applications
Geometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a GPU ray casting algorithm applied to the whole object...
Rodrigo de Toledo, Bin Wang, Bruno Lévy
CGF
2008
123views more  CGF 2008»
13 years 4 months ago
Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media
We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can ...
Zhong Ren, Kun Zhou, Stephen Lin, Baining Guo
CGF
2008
109views more  CGF 2008»
13 years 4 months ago
A Resolution Independent Approach for the Accurate Rendering of Grooved Surfaces
This paper presents a method for the accurate rendering of path-based surface details such as grooves, scratches and similar features. The method is based on a continuous represen...
Carles Bosch, Xavier Pueyo, Stéphane M&eacu...
CGF
2008
72views more  CGF 2008»
13 years 4 months ago
View and Time Interpolation in Image Space
The ability to interpolate between images taken at different time and viewpoints directly in image space opens up new possiblities. The goal of our work is to create plausible in-...
Timo Stich, Christian Linz, Georgia Albuquerque, M...
CGF
2008
124views more  CGF 2008»
13 years 4 months ago
Real-time Animation of Sand-Water Interaction
Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely b...
Witawat Rungjiratananon, Zoltan Szego, Yoshihiro K...
CGF
2008
140views more  CGF 2008»
13 years 4 months ago
Interactive Glossy Reflections using GPU-based Ray Tracing with Adaptive LOD
We present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our ...
Xuan Yu, Rui Wang 0003, Jingyi Yu
CGF
2008
144views more  CGF 2008»
13 years 4 months ago
Real-Time Depth-of-Field Rendering Using Point Splatting on Per-Pixel Layers
We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a dest...
Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi