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Procedural band patterns
We seek to cover a parametric domain with a set of evenly spaced bands which number and width varies according to a density field. We propose an implicit procedural algorithm, that generates the band pattern from a pixel shader and adapts to changes to ...
Stochastic Substitute Trees for Real-Time Global Illumination
With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The ...
Real-time Face Video Swapping From A Single Portrait
We present a novel high-fidelity real-time method to replace the face in a target video clip by the face from a single source portrait image. Specifically, we first reconstruct the illumination, albedo, camera parameters, and wrinkle-level geometric ...
Repurposing a Relighting Network for Realistic Compositions of Captured Scenes
Multi-view stereo can be used to rapidly create realistic virtual content, such as textured meshes or a geometric proxy for free-viewpoint Image-Based Rendering (IBR). These solutions greatly simplify the content creation process compared to traditional ...
DenseGATs: A Graph-Attention-Based Network for Nonlinear Character Deformation
In animation production, animators always spend significant time and efforts to develop quality deformation systems for characters with complex appearances and details. In order to decrease the time spent repetitively skinning and fine-tuning work, we ...
Generalized Microscropic Crowd Simulation using Costs in Velocity Space
- Wouter van Toll,
- Fabien Grzeskowiak,
- Axel López Gandía,
- Javad Amirian,
- Florian Berton,
- Julien Bruneau,
- Beatriz Cabrero Daniel,
- Alberto Jovane,
- Julien Pettré
To simulate the low-level (‘microscopic’) behavior of human crowds, a local navigation algorithm computes how a single person (‘agent’) should move based on its surroundings. Many algorithms for this purpose have been proposed, each using different ...
Interactive Inverse Spatio-Temporal Crowd Motion Design
We introduce a new inverse modeling method to interactively design crowd animations. Few works focus on providing succinct high-level and large-scale crowd motion modeling. Our methodology is to read in real or virtual agent trajectory data and ...
Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition
We present a novel algorithm for physics-based real-time facial animation driven by muscle deformation. Unlike the previous works using 3D finite elements, we use a 2D shell element to avoid inefficient or undesired tessellation due to the thin ...
Contour-based 3D Modeling through Joint Embedding of Shapes and Contours
In this paper, we propose a novel space that jointly embeds both 2D occluding contours and 3D shapes via a variational autoencoder (VAE) and a volumetric autoencoder. Given a dataset of 3D shapes, we extract their occluding contours via projections from ...
User-guided 3D reconstruction using multi-view stereo
We present a user-guided system for accessible 3D reconstruction and modeling of real-world objects using multi-view stereo. The system is an interactive tool where the user models the object on top of multiple selected photographs. Our tool helps the ...
Progressive Regularization of Satellite-Based 3D Buildings for Interactive Rendering
Automatic creation of lightweight 3D building models from satellite image data enables large and widespread 3D interactive urban rendering. Towards this goal, we present an inverse procedural modeling method to automatically create building envelopes ...
Automatic GPU Data Compression and Address Swizzling for CPUs via Modified Virtual Address Translation
We describe how to modify hardware page translation to enable CPU software access to compressed and swizzled GPU data arrays as if they were decompressed and stored in row-major order. In a shared memory system, this allows CPU to directly access the ...
On Ray Reordering Techniques for Faster GPU Ray Tracing
We study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray ...
Computing Centroidal Voronoi Tessellation Using the GPU
We propose a novel algorithm to compute centroidal Voronoi tessellation using the GPU. It is based on the iterative approach of Lloyd’s method while having good considerations to address the two major challenges of achieving fast convergence with few ...
RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary
We present a novel random-access depth map compression algorithm (RANDM) for interactive rendering. Our compressed representation provides random access to the depth values and enables real-time parallel decompression on commodity hardware. Our method ...
The Effect of Lighting, Landmarks and Auditory Cues on Human Performance in Navigating a Virtual Maze
The human visual and auditory systems are attentive to variations in both lighting and sound, and changes in either are used in audiovisual media to draw attention. In video games specifically, many embedded navigational cues are utilised to subtly ...
The Role of the Field Dependence-independence Construct on the Flow-performance Link in Virtual Reality
The flow experience-performance link is commonly found weak in virtual environments (VEs). The weak association model (WAM) suggests that distraction caused by disjointed features may be associated with the weak association. People characterized by ...
Index Terms
- Symposium on Interactive 3D Graphics and Games