Poisson disk sampling has been widely used in many applications such as remeshing, procedural texturing, object distribution, illumination, etc. While 2D Poisson disk sampling is intensively studied in recent years, d...
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Poisson disk sampling has been widely used in many applications such as remeshing, procedural texturing, object distribution, illumination, etc. While 2D Poisson disk sampling is intensively studied in recent years, direct Poisson disk sampling on 2-manifold surface is rarely covered. In this paper, we present a novel framework which generates approximate Poisson disk distribution directly on mesh, a discrete representation of 2-manifold surfaces. Our framework is easy to implement and provides extra flexibility to specified sampling issues like feature-preserving sampling and adaptive sampling. We integrate the tensor voting method into feature detection and adaptive sample radius calculation. Remeshing as a special downstream application is also addressed. According to our experiment results, our framework is efficient, robust, and widely applicable.
In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we e...
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In this poster we present an overview of exact anti-aliasing (AA) methods in rasterization. In contrast to the common supersampling approaches for visibility AA (e.g. MSAA) or both visibility and shading AA (e.g. SSAA...
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Player classification allows for considerable improvements on both game analytics and game adaptivity. With this paper we aim at reversing the ad-hoc tendency in player classification methods, by proposing an approach...
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In this paper we propose an efficient method to calculate a high-quality depth map from a single raw image captured by a light field or plenoptic camera. The proposed model combines the main idea of Active Wavefront S...
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In-situ 3D Modeling becomes increasingly prominent in current Augmented Reality research, particularly for mobile scenarios. However, real-time performance and qualitative modeling remain highly challenging. In this w...
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We introduce a method to approximately minimize variational models with Total Generalized Variation regularization (TGV) and non-convex data terms. Our approach is based on a decomposition of the functional into two s...
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There is an increasing demand to improve the procedural generation of game levels. Our approach empowers game designers to author and control level generators, by expressing gameplay-related design constraints. Graph ...
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In this paper, we introduce a formulation for the task of detecting objects based on the information gathered from a standard Implicit Shape Model (ISM). We describe a probabilistic approach in a general random field ...
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We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a publ...
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