Sciweavers

SI3D
2010
ACM
14 years 6 months ago
Stochastic transparency
Stochastic transparency provides a unified approach to orderindependent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub...
Eric Enderton, Erik Sintorn, Peter Shirley, David ...
SI3D
2010
ACM
14 years 6 months ago
Parallel Banding Algorithm to compute exact distance transform with the GPU
We propose a Parallel Banding Algorithm (PBA) on the GPU to compute the exact Euclidean Distance Transform (EDT) for a binary image in 2D and higher dimensions. Partitioning the i...
Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow Seng T...
SI3D
2010
ACM
14 years 6 months ago
Frankenrigs: building character rigs from multiple sources
We present a new rigging and skinning method which uses a database of partial rigs extracted from a set of source characters. Given a target mesh and a set of joint locations, our...
Christian Miller, Okan Arikan, Don Fussell
SI3D
2010
ACM
14 years 6 months ago
Spatio-temporal upsampling on the GPU
Pixel processing is becoming increasingly expensive for real-time applications due to the complexity of today’s shaders and highresolution framebuffers. However, most shading re...
Robert Herzog, Elmar Eisemann, Karol Myszkowski, H...
SI3D
2010
ACM
14 years 6 months ago
Learning skeletons for shape and pose
In this paper a method for estimating a rigid skeleton, including skinning weights, skeleton connectivity, and joint positions, given a sparse set of example poses is presented. I...
Nils Hasler, Thorsten Thormählen, Bodo Rosenh...
SI3D
2010
ACM
14 years 6 months ago
Simple data-driven modeling of brushes
We present a new and simple data-driven technique for modeling 3D brushes for use in realistic painting programs. Our technique simplifies and accelerates simulation of the const...
William Baxter, Naga K. Govindaraju
SI3D
2010
ACM
14 years 6 months ago
Volumetric obscurance
Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scen...
Bradford James Loos, Peter-Pike Sloan
SI3D
2010
ACM
14 years 6 months ago
Interactive volume caustics in single-scattering media
Volume caustics are intricate illumination patterns formed by light first interacting with a specular surface and subsequently being scattered inside a participating medium. Alth...
Wei Hu, Zhao Dong, Ivo Ihrke, Thorsten Grosch, Guo...
SI3D
2010
ACM
14 years 6 months ago
Interactive fluid-particle simulation using translating Eulerian grids
We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPUaccelerated Eulerian fluid solver that is suited for...
Jonathan M. Cohen, Sarah Tariq, Simon Green
SI3D
2010
ACM
14 years 6 months ago
Assisted texture assignment
Virtual environments are typically textured by manually choosing an image to apply on each surface. This implies browsing through large sets of generic textures for each and every...
Matthäus G. Chajdas, Sylvain Lefebvre, Marc S...