EG 2016 - Posters
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Browsing EG 2016 - Posters by Subject "I.3.7 [Computer Graphics]"
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Item 3D Modelling Framework: an Incremental Approach(The Eurographics Association, 2016) Almeida, Luis; Menezes, Paulo; Dias, Jorge; Luis Gonzaga Magalhaes and Rafal MantiukThis paper presents a framework for on-line incremental 3D modeling useful for human computer interaction or telepresence applications. We aim a free viewpoint approach based on user's realistic representation to simulate a real face-to-face meeting. Our contribution includes a new adaptation of the Crust algorithm for incremental reconstruction purposes and, a confidence method that evaluates the fusion of new data into the reconstructed model, based on measure uncertainty and novelty.With depth and image information of a single RGB-D sensor, we incrementally reconstruct a mesh model by combining visual features and shape-based alignment.Item Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming(The Eurographics Association, 2016) Ozawa, Tadahiro; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal MantiukSubsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light transport requires large computational cost. In this paper, we present a novel algorithm to render heterogeneous translucent materials using Dijkstra's Algorithm. Our two main ideas are follows: The first is fast construction of the graph by solid voxelization. The second is voxel shading like initialization of the graph. From these ideas, we obtain maximum contribution of emitted light on whole surface in single calculation. We realize real-time rendering of animated heterogeneous translucent objects with simple compute and our approach does not require any precomputation.Item Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map(The Eurographics Association, 2016) Mochida, Keisuke; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal MantiukRendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time.Item Rig-Space Motion Retargeting(The Eurographics Association, 2016) Hu, Lin-Chuan; Chang, Ming-Hsu; Chuang, Yung-Yu; Luis Gonzaga Magalhaes and Rafal MantiukThis paper presents a framework for transferring rig parameters from a source animation to a target model, allowing artists to further refine and adjust the animation. Most previous methods only transfer animations to meshes or joint parameters. However, in industry, character animations are usually manipulated by rigs. Thus, it is difficult for artists to work further on the retargeted animations. Our method first applies motion transfer to deform the target model to mimic the source motion. Next, we estimate the rig parameters which satisfy the following properties: (1) the resultant animation resembles the retargeted animation and (2) the rig parameters match the artist's editing conventions. Artists could refine the produced rig parameters and the edits are propagated throughout the whole animation.Item Skyglow: Towards a Night-time Illumination Model for Urban Environments(The Eurographics Association, 2016) Minor, Tom; Poncelet, Robert R.; Anderson, Eike Falk; Luis Gonzaga Magalhaes and Rafal MantiukFor night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present initial results for a physically-based night sky model including this ''skyglow''. Our model extends the existing models with the aforementioned ''skyglow'' from artificial light sources, using a technique derived from equations developed in the field of astronomy and adapted for a computer graphics context. Our current model has been implemented for Pixar's RenderMan renderer and also been trialled with ShaderToy.