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PG '16: Proceedings of the 24th Pacific Conference on Computer Graphics and Applications: Short Papers
2016 Proceeding
Publisher:
  • Eurographics Association
  • Postfach 2926
  • Goslar
  • Germany
Conference:
Okinawa Japan October 11 - 14, 2016
ISBN:
978-3-03868-024-6
Published:
11 October 2016
Sponsors:
IIEEJ, dwango, Polyphony Digital, CG-ARTS, Square Enix, Silicon Studio, Prometech

Reflects downloads up to 23 Nov 2024Bibliometrics
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Abstract

The 24th Pacific Conference on Computer Graphics and Applications (Pacific Graphics 2016) was held in Okinawa, Japan, on October 11-14, 2016. As a highly successful conference series, Pacific Graphics provides a premium forum for researchers, developers, practitioners in the Pacific Rim and around the world to present and discuss new problems, solutions, and technologies in computer graphics and related areas.

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research-article
Icon set selection via human computation
Pages 1–6

Picking the best icons for a graphical user interface is difficult. We present a new method which, given several icon candidates representing functionality, selects a complete icon set optimized for comprehensibility and identifiability. These two ...

research-article
Optimized route for crowd evacuation
Pages 7–11

An evacuation plan helps people move away from an area or a building. To achieve a fast evacuation, we present an algorithm to compute the optimal route for each local region. The idea is to reduce congestion and to maximize the number of evacuees ...

research-article
Modified filtered importance sampling for virtual spherical gaussian lights
Pages 13–18

This paper proposes a modification of the filtered importance sampling (FIS) method, and improves the quality of virtual spherical Gaussian light (VSGL) based real-time glossy indirect illumination using this modification. The original FIS method ...

research-article
Compressing bidirectional texture functions via tensor train decomposition
Pages 19–22

Material reflectance properties play a central role in photorealistic rendering. Bidirectional texture functions (BTFs) can faithfully represent these complex properties, but their inherent high dimensionality (texture coordinates, color channels, view ...

research-article
Computational design of Iris folding patterns
Pages 23–26

Iris folding is a motif consisting of layered strips of paper, forming a spiral pattern behind an aperture, which can be used to make cards and gift tags. This paper describes an interactive computational tool to assist in the design and construction of ...

research-article
Reflectance and shape estimation for cartoon shaded objects
Pages 27–32

Although many photorealistic relighting methods provide a way to change the illumination of objects in a digital photograph, it is currently difficult to relight a cartoon shading style in digital illustrations. The main difference between ...

research-article
Interactive multicut video segmentation
Pages 33–38

Video segmentation requires separating foreground from background, but the general problem extends to more complicated scene segmentations of different objects and their multiple parts. We develop a new approach to interactive multi-label video ...

research-article
Viewpoint selection for taking a good photograph of architecture
Pages 39–44

This paper studies the problem of how to choose the viewpoint for taking good photographs for architecture. We achieve this by learning from professional photographs of world famous landmarks that are available in the Internet. Unlike the previous ...

research-article
Local detail enhancement for volume rendering under global illumination
Pages 45–50

We present a novel method for realistic perception enhanced volume rendering. Compared with traditional lighting systems, that either tend to eliminate important local shapes and details in volume data or cannot offer interactive global illumination, ...

research-article
Dynamic skin deformation simulation using musculoskeletal model and soft tissue dynamics
Pages 51–56

Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move ...

Contributors
  • The University of Texas at Austin
  • University of Stuttgart
  • Dwango Co., Ltd.
  • University of Toronto
  • Swiss Federal Institute of Technology, Zurich
  • Hokkaido University
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