图形学
Periodically occurring accumulations of events or measured values are present in many time-dependent datasets and can be of interest for analyses. The frequency of such periodic behavior is often not known in advance, making it difficult to…
We developed a new approach comprised of different visualizations for the comparative spatio-temporal analysis of displacement processes in porous media. We aim to analyze and compare ensemble datasets from experiments to gain insight into…
We introduce a representation of a 2D steady vector field ${{\mathbf v}}$ by two scalar fields $a$, $b$, such that the isolines of $a$ correspond to stream lines of ${{\mathbf v}}$, and $b$ increases with constant speed under integration of…
As per the objectives of Project CHANGES, particularly its thematic sub-project on the use of virtual technologies for museums and art collections, our goal was to obtain a digital twin of the temporary exhibition on Ulisse Aldrovandi…
AvatarStaging framework consists in directing avatars on a mixed theatrical stage, enabling a co-presence between the materiality of the physical actor and the virtuality of avatars controlled in real time by motion capture or specific…
Under ray-optical light transport, the classical ray serves as a linear and local "point query" of light's behaviour. Linearity and locality are crucial to the formulation of sophisticated path tracing and sampling techniques, that enable…
When employing Direct Volume Rendering (DVR) for visualizing volumetric scalar fields, classification is generally performed on a piecewise constant or piecewise linear approximation of the field on a viewing ray. Smoothed Particle…
The real world exhibits an abundance of non-stationary textures. Examples include textures with large-scale structures, as well as spatially variant and inhomogeneous textures. While existing example-based texture synthesis methods can cope…
In this paper, we present a new compositing approach to obtain stylized reflections and refractions with a simple control. Our approach does not require any mask or separate 3D rendering. Moreover, only one additional image is sufficient to…
Visualizing spatial correlations in 3D ensembles is challenging due to the vast amounts of information that need to be conveyed. Memory and time constraints make it unfeasible to pre-compute and store the correlations between all pairs of…
We present Image Sculpting, a new framework for editing 2D images by incorporating tools from 3D geometry and graphics. This approach differs markedly from existing methods, which are confined to 2D spaces and typically rely on textual…
Shape modeling research in Computer Graphics has been an active area for decades. The ability to create and edit complex 3D shapes has been of key importance in Computer-Aided Design, Animation, Architecture, and Entertainment. With the…
In this paper, we present a framework to represent mock 3D objects and scenes, which are not 3D but appear 3D. In our framework, each mock-3D object is represented using 2D non-conservative vector fields and thickness information that are…
Some early color photographic processes based on special color screen filters pose specific challenges in their digitization and digital presentation. Those challenges include dynamic range, resolution, and the difficulty of stitching…
We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying…
This paper describes a novel approach for generating accurate floor plans and 3D models of building interiors using scanned mesh data. Unlike previous methods, which begin with a high resolution point cloud from a laser range-finder, our…
We introduce Neural Flow Maps, a novel simulation method bridging the emerging paradigm of implicit neural representations with fluid simulation based on the theory of flow maps, to achieve state-of-the-art simulation of inviscid fluid…
This study aims to present a material based, second order design method that makes the rapid creation of bridging structures in order to connect two or more horizontal planes which are currently separated and three design instances created…
Generative systems are becoming a crucial part of current design practice. There exist gaps however, between the digital processes, field data and designer's input. To solve this problem, multiple processes were developed in order to…
In this work, we present the recursive camera-painting approach to obtain painterly smudging in real-time rendering applications. We have implemented recursive camera painting as both a GPU-based ray-tracing and in a Virtual Reality game…