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Triangle Strips
Christian Rössl
, Ioannis Ivrissimtzis.
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The two meshes are decomposed into sets of triangle strips in oder to
enable efficient rendering. The decomposition follows naturally from
our connectivity encoding algorithm that is used for the compression
of the data set.
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Approximation of Volume Data
Christian Rössl
, Frank Zeilfelder.
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Results from scattered data approximation of volume data by trivariate
cubic splines. Top left: Scattered samples. Other pictures: some
isosurfaces of approximating spline function with color coded
approximation error.
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Free-Viewpoint Video of Human Actors
Christian Theobalt
, Joel Carranza, Marcus Magnor, Hans-Peter Seidel.
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In our free-viewpoint video system a human actor is recorded from
multiple camera views, a time-varying model of the scene is reconstructed
and a viewer can interactively choose an arbitrary
viewpoint during rendering. The image shows input camera views (small) and rendered
results from novel viewpoints (large).
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Efficient Motion-Blur for Bi-Directional Path Tracing
Cyrille Damez
, Vlastimil Havran, Karol Myszkowski, Hans-Peter Seidel.
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Walkthrough animation in a lobby 3D model, with global illumination
and motion blur.
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3D Object Digitization
Hendrik Lensch
, Michael Goesele, Jan Kautz.
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Capturing the 3D geometry and the reflection properties of an object
allows for faithfully reproducing the appearance of an object for
arbitrary viewing and lighting conditions.
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Interactive Rendering of Translucent Objects
Hendrik Lensch
, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang.
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Light transport through translucent objects for arbitrary incident
illumination and view points is simulated at interactive rates.
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Texturing Face
Hitoshi Yamauchi
, Marco Tarini, Jörg Haber, Hans-Peter Seidel.
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How to generate a realistic 3D face model with texturing. \textbf{Top
row:} Input photographs, a 3D range scanned model. \textbf{Bottom
row,} from left to right: Parameterized model, resampled texture, and
the result.
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Automatic image restoration.
Hitoshi Yamauchi
, Jörg Haber, Hans-Peter Seidel.
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A method to automatically repair ``damaged'' areas of digitized
photographs. \textbf{Top row:} Input examples of two damaged pictures,
and a picture masked with unwilling objects (two tables).
\textbf{Bottom row:} Automatically restored results.
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Flow behind a circular cylinder
Holger Theisel
, Tino Weinkauf, Hans-Christian Hege, Hans-Peter Seidel.
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Topological skeleton of a 3D flow behind a circular cylinder; shown
are critical points, separation curves and saddle connectors.
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Normal Adaptive Neural Meshes
Ioannis Ivrissimtzis
, Won-Ki Jeong, and Hans-Peter Seidel.
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A Machine Learning algorithm for surface reconstruction from an
unorganized point cloud.
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Anatomically Based Human Hand Model
Irene Albrecht
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Animatable human hand model with underlying anatomical structure including
skin, muscles, and bones.
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Precomputed Radiance Transfer
Jan Kautz
, Peter-Pike Sloan, John Snyder.
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Real-time rendering of globally illuminated objects including
self-shadowing and interreflections using precomputed radiance
transfer.
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Interactive Multiresolution Modeling
Jens Vorsatz
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Interactive multiresolution modeling of complex 3D shapes by geometric
frequency band decomposition of arbitrary triangle meshes.
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Articulated Elastic Model Acquired from Observation of Physical Behavior
Jochen Lang
, Dinesh K. Pai and Hans-Peter Seidel.
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The link structure, the joint positions and the linear
elasto-static deformation behavior are estimated from visual
observation of physical interaction behavior of a robotic touch probe
and the arm.
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Rendering of the Statue "Minerva of Arezzo"
H. Lensch, J. Lang, M. Goesele
, C. Rocchini, P. Cignoni, C. Montani, P. Pingi, R. Scopigno.
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Model of the shape and light reflection properties of the Minerva
rendered from a novel viewpoint and under novel lighting conditions.
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Facial Modeling and Animation
Jörg Haber
, Irene Albrecht, Kolja Kähler, Hitoshi Yamauchi.
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Stages of facial modeling
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Interactive global Illumination
Jörg Haber
, Karol Myszkowski, Hitoshi Yamauchi.
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Perceptually Guided Corrective Splatting
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Predictive rendering of an atrium.
Karol Myszkowski
, Frederic Drago.
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The goal of this study was to develop a complete set of data
characterizing geometry, luminaires, and surfaces
of a non-trivial existing environment for testing global illumination
and rendering techniques.
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Bidirectional Texture Functions for Complex Materials
Katja Daubert
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In the shown image, synthesized BTFs were used for the girl's skirt
and shawl and for the wicker chair. To generate a BTF, a model of the
material's fine-scale geometry is lit and rendered for a collection of
viewing and light directions using efficient hardware-based methods.
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Relevant Triangles Ray Tracing
Kirill Dmitriev
, Vlastimil Havran.
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Acceleration of SIMD ray tracing of arbitrary triangular shapes by
conservative reduction of the triangles set checked for an intersection to
a so called relevant triangles set.
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Animation of Human Characters
Marde Greeff
, Joerg Haber.
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The creation of a skeleton hierarchy of segments and joints
according to the H-Anim 2001 specification to animate the
human figure with inverse kinematics.
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Accurate Light Source Acquisition and Rendering
Michael Goesele
, Xavier Granier, Wolfgang Heidrich.
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Realistic image synthesis requires both complex and realistic models
of real-world light sources and efficient rendering algorithms to
deal with them. The image shows a rendering of a captured bike light
illuminating a scene.
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Reconstruction and Visualization of Visual Hulls
Ming Li
, Christian Theobalt, Marcus Magnor.
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Using visual hulls to reconstruct dynamic objects in real scenes and re-render them
from arbitrary viewpoints.
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Multi-level Implicit Surface Representation from Scattered Points
Yutaka Ohtake
, Alexander Belyaev.
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Multi-level implicit representations.
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Skeleton-driven Mesh Deformations
Shin Yoshizawa
, Alexander G. Belyaev.
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This figure represents a new scheme for free-form skeleton-driven
global mesh deformations.
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Shadow Volumes on Programmable Graphics Hardware
Stefan Brabec
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Implementation of shadow volumes using programmable graphics hardware,
including the expensive step of silhouette detection.
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The Global Illumination using the Photon Mapping
Takehiro Tawara
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The images are rendered using the state of the art global illumination
algorithm "Photon Mapping".
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Practical Shadow Mapping
Thomas Annen
, Stefan Brabec, Hans-Peter Seidel.
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Generation of optimized light source viewing frustums according to
the current camera position to achieve higher resolution for the
shadow map.
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Practical Shadow Mapping
Thomas Annen
, Stefan Brabec, Hans-Peter Seidel.
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Generation of optimized light source viewing frustums according to
the current camera position to achieve higher resolution for the
shadow map.
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Reanimation of Paintings
Volker Blanz
, Curzio Basso, Tomaso Poggio, Thomas Vetter.
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The paintings of Vermeer, Raffael, Hopper, and Tischbein
are reanimated by reconstructing 3D shape of the faces,
applying facial expressions that were learned from examples,
and drawing the deformed shapes back into the paintings.
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Feature-Preserving Neural Meshes
Wonki Jeong
, Ioannis Ivrissimtzis.
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Upper Left : Initial mesh (tetrahedron). Neural mesh expands itself from
such a simple object.
Upper Right : A neural mesh that "learned" the geometry of the given model
(Fandisk). Overall shape is reasonably well reconstructed, but sharp
feature edges were not preserved.
Lower Left : A feature preserved neural mesh by enhancing surface
normals. Green lines are reference surface normals.
Lower Right : The final result.
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