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51. EUROGRAPHICS'2006 4 – 8 September, 2006 Vienna, Austria.

53. Visualizing and Interacting with Geospatial Networks: A Survey and Design Space.

54. A Random Sampling O(n) Force‐calculation Algorithm for Graph Layouts.

55. Real‐Time Rendering of Eclipses without Incorporation of Atmospheric Effects.

56. Error Analysis of Photometric Stereo with Near Quasi‐Point Lights.

57. Transforming an Adjacency Graph into Dimensioned Floorplan Layouts.

59. Visualization in Astrophysics: Developing New Methods, Discovering Our Universe, and Educating the Earth.

60. Data to Physicalization: A Survey of the Physical Rendering Process.

61. Accessible Visualization: Design Space, Opportunities, and Challenges.

62. Physically‐based Book Simulation with Freeform Developable Surfaces.

63. Visual Analytics on Network Forgetting for Task‐Incremental Learning.

64. Process and Pitfalls of Online Teaching and Learning with Design Study "Lite" Methodology: A Retrospective Analysis.

65. Chart Question Answering: State of the Art and Future Directions.

66. Exploring Effects of Ecological Visual Analytics Interfaces on Experts' and Novices' Decision‐Making Processes: A Case Study in Air Traffic Control.

67. Streaming Approach to In Situ Selection of Key Time Steps for Time‐Varying Volume Data.

68. 2019_editorial_v2.

69. Front Matter.

70. Design Factors for Summary Visualization in Visual Analytics.

71. Neural Fields in Visual Computing and Beyond.

72. Interaction Fields: Intuitive Sketch‐based Steering Behaviors for Crowd Simulation.

73. Learning Spectral Unions of Partial Deformable 3D Shapes.

74. Dynamic Combination of Crowd Steering Policies Based on Context.

75. MoCo‐Flow: Neural Motion Consensus Flow for Dynamic Humans in Stationary Monocular Cameras.

76. Front Matter.

77. Non‐Euclidean Sliced Optimal Transport Sampling.

78. A Survey on Realistic Virtual Human Animations: Definitions, Features and Evaluations.

79. TRIPS: Trilinear Point Splatting for Real‐Time Radiance Field Rendering.

80. Physically Based Real‐Time Rendering of Atmospheres using Mie Theory.

81. State of the Art on Diffusion Models for Visual Computing.

82. Cues to fast‐forward collaboration: A Survey of Workspace Awareness and Visual Cues in XR Collaborative Systems.

83. DivaTrack: Diverse Bodies and Motions from Acceleration‐Enhanced Three‐Point Trackers.

84. Hierarchical Co‐generation of Parcels and Streets in Urban Modeling.

85. Volcanic Skies: coupling explosive eruptions with atmospheric simulation to create consistent skyscapes.

86. Cinematographic Camera Diffusion Model.

87. Physically‐based analytical erosion for fast terrain generation.

88. 3D Reconstruction and Semantic Modeling of Eyelashes.

89. Surface‐aware Mesh Texture Synthesis with Pre‐trained 2D CNNs.

90. Interactive Exploration of Vivid Material Iridescence using Bragg Mirrors.

91. State of the Art in Time‐Dependent Flow Topology: Interpreting Physical Meaningfulness Through Mathematical Properties.

92. Representative Isovalue Detection and Isosurface Segmentation Using Novel Isosurface Measures.

93. A Survey on Discrete Laplacians for General Polygonal Meshes.

94. Generating Texture for 3D Human Avatar from a Single Image using Sampling and Refinement Networks.

95. Makeup Extraction of 3D Representation via Illumination‐Aware Image Decomposition.

96. Robust Pointset Denoising of Piecewise‐Smooth Surfaces through Line Processes.

97. Editing Compressed High‐resolution Voxel Scenes with Attributes.

98. Parallel Transformation of Bounding Volume Hierarchies into Oriented Bounding Box Trees.

99. An Optimization‐based SPH Solver for Simulation of Hyperelastic Solids.

100. Online Avatar Motion Adaptation to Morphologically‐similar Spaces.