ACM SIGGRAPH 2018 Courses最新文献

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Advances in real-time rendering in games 游戏实时渲染技术的进步
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3264541
Guillaume Abadie, S. McAuley, Evegenii Golubev, S. Hill, Sébastien Lagarde
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引用次数: 53
Digital typography: 25 years of text rendering in computer graphics 数字排版:计算机图形学中25年的文字呈现
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214837
N. Rougier, B. Esfahbod
{"title":"Digital typography: 25 years of text rendering in computer graphics","authors":"N. Rougier, B. Esfahbod","doi":"10.1145/3214834.3214837","DOIUrl":"https://doi.org/10.1145/3214834.3214837","url":null,"abstract":"/60 INTRODUCTION • Digital Typography • Font Types & Formats • Text Rendering Pipeline\u2028 PART I : TEXTURE BASED • Rasterization • Fast & Versatile (but ugly) • Fast & Beaufitul (but only 2D) \u2028 PART II : DISTANCE BASED • Signed Distance Fields • Single Channel • Arc approximation • Multiple Channels\u2028 PART III : GEOMETRY BASED • Bézier curves & glyphs • GPU friendly • GPU only\u2028 CONCLUSION • Beyond this course • Questions & answers TheLazy DIGITAL TYPOGRAPHY","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"89 15","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120825259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A conceptual framework for procedural animation (CFPA) 程序动画(CFPA)的概念框架
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214835
D. Byun
{"title":"A conceptual framework for procedural animation (CFPA)","authors":"D. Byun","doi":"10.1145/3214834.3214835","DOIUrl":"https://doi.org/10.1145/3214834.3214835","url":null,"abstract":"This course presents a conceptual framework for procedural animation (CFPA) that defines and describes common language for a fundamental timing definition that can be used to design and drive procedural animation. The course will use both test and real production cases to illustrate these concepts. By following the CFPA, users can set up procedural animation rigs and tools in a highly organized and modularized way to facilitate authoring and reuse.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127429661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
An introduction to physics-based animation 介绍基于物理的动画
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214849
Adam W. Bargteil, Tamar Shinar
{"title":"An introduction to physics-based animation","authors":"Adam W. Bargteil, Tamar Shinar","doi":"10.1145/3214834.3214849","DOIUrl":"https://doi.org/10.1145/3214834.3214849","url":null,"abstract":"Physics-based animation has emerged as a core area of computer graphics finding widespread application in the film and video game industries as well as in areas such as virtual surgery, virtual reality, and training simulations. This course introduces students and practitioners to fundamental concepts in physics-based animation, placing an emphasis on breadth of coverage and providing a foundation for pursuing more advanced topics and current research in the area. The course focuses on imparting practical knowledge and intuitive understanding rather than providing detailed derivations of the underlying mathematics. The course is suitable for someone with no background in physics-based animation---the only prerequisites are basic calculus, linear algebra, and introductory physics. We begin with a simple, and complete, example of a mass-spring system, introducing the principles behind physics-based animation: mathematical modeling and numerical integration. From there, we systematically present the mathematical models commonly used in physics-based animation beginning with Newton's laws of motion and conservation of mass, momentum, and energy. We then describe the underlying physical and mathematical models for animating rigid bodies, soft bodies, and fluids. Then we describe how these continuous models are discretized in space and time, covering Lagrangian and Eulerian formulations, spatial discretizations and interpolation, and explicit and implicit time integration. In the final section, we discuss commonly used constraint formulations and solution methods.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128502851","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Introduction to DirectX raytracing DirectX光线追踪简介
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3231814
Chris Wyman, Shawn Hargreaves, P. Shirley, Colin Barré-Brisebois
{"title":"Introduction to DirectX raytracing","authors":"Chris Wyman, Shawn Hargreaves, P. Shirley, Colin Barré-Brisebois","doi":"10.1145/3214834.3231814","DOIUrl":"https://doi.org/10.1145/3214834.3231814","url":null,"abstract":"Modern graphics APIs such as DirectX 12 expose low-level hardware access and control to developers, often resulting in complex and verbose code that can be intimidating for novices. In this chapter, we hope to demystify the steps to set up and use DirectX for ray tracing.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133812422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 32
Moving mobile graphics 移动移动图形
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214857
Sam Martin
{"title":"Moving mobile graphics","authors":"Sam Martin","doi":"10.1145/3214834.3214857","DOIUrl":"https://doi.org/10.1145/3214834.3214857","url":null,"abstract":"A device you can wear or keep in your pocket has less power and thermal budget than a typical desktop device by several orders of magnitude, but with similar user experience expectations. Wearable VR and AR headsets accentuate these challenges while also increasing the demand for computation. To meet these graphical demands while keeping within a mobile form factor requires scrutiny of all aspects of modern graphics, from hardware design and associated graphics APIs, to OS and system considerations, to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum and explores the state of the art with practitioners at the forefront of their field. We look at the impact of XR on hardware, software and OS, quantified best practices in real-time rendering and computer vision research on mobile devices.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131765368","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Story: it's not just for writers... anymore! 故事:这不仅仅是作家的专利……了!
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214839
C. Caldwell
{"title":"Story: it's not just for writers... anymore!","authors":"C. Caldwell","doi":"10.1145/3214834.3214839","DOIUrl":"https://doi.org/10.1145/3214834.3214839","url":null,"abstract":"This course has been designed for technical directors, artists, animators, modelers, programmers, and designers whose work is essential in making \"the story\" come to life. This information can be particularly useful when communicating with screenwriters, directors, producers, and supervisors. This course answers the question \"what is story?\" (and you don't even have to take a course in screenwriting). Entertaining with numerous clips to show how this has been used in animation and VFX. The purpose is to take the mystery out of \"what is story\" for those programmers, artists, and game designers whose work is essential in making Animation, VFX, and Games successful. The attendees will know the basic elements of story, so the next time a producer or director talk about what they want for the story, they will know what specific story benchmarks the producer/director are trying to meet in connecting emotionally with an audience. This course will build from the knowledge that story \"is a sequence of events (acts) that builds to a climax....\" and then lays out the universal elements of story that make up plot, character development, and narrative structure. This course emphasizes story elements in context (i.e. theme, character, setting, conflict etc.) and their relationship to classic story structure (i.e. setup, inciting incident, rising action, climax, resolution etc.). It analyzes conflict (i.e. internal, external, environmental), turning points, cause & effect, archetype vs stereotypes, inciting incident, and how choice defines character. In all stories there must be questions raised: What is at stake (i.e. survival, safety, love, esteem, etc.)? What is going to motivate (inciting incident) the main character (protagonist)? Will that be enough to move them from the ordinary (where they are comfortable) to go out into a different world (where the action takes place), and How will the character \"change\"(necessary for all dramatic stories)? These are just a few of the storytelling elements necessary to structure a solid story. This course is for all whose work makes the story better but their job isn't creating the story.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116302501","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Introduction to the Vulkan Graphics API Vulkan Graphics API简介
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214848
M. Bailey
{"title":"Introduction to the Vulkan Graphics API","authors":"M. Bailey","doi":"10.1145/3214834.3214848","DOIUrl":"https://doi.org/10.1145/3214834.3214848","url":null,"abstract":"\"Vulcan is the god of fire including the fire of volcanoes, metalworking, and the forge in ancient Roman religion and myth. Vulcan is often depicted with a blacksmith's hammer.The Vulcanalia was the annual festival held August 23 in his honor. His Greek counterpart is Hephaestus, the god of fire and smithery. In Etruscan religion, he is identified with Sethlans.","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128426427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Getting started with webGL and three.js 开始使用webGL和three.js
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214861
Edward Angel, Eric Haines, D. Shreiner
{"title":"Getting started with webGL and three.js","authors":"Edward Angel, Eric Haines, D. Shreiner","doi":"10.1145/3214834.3214861","DOIUrl":"https://doi.org/10.1145/3214834.3214861","url":null,"abstract":"","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130045999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Monte Carlo methods for physically based volume rendering 基于物理体绘制的蒙特卡罗方法
ACM SIGGRAPH 2018 Courses Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214880
Jan Novák, Iliyan Georgiev, Johannes Hanika, Jaroslav Křivánek, Wojciech Jarosz
{"title":"Monte Carlo methods for physically based volume rendering","authors":"Jan Novák, Iliyan Georgiev, Johannes Hanika, Jaroslav Křivánek, Wojciech Jarosz","doi":"10.1145/3214834.3214880","DOIUrl":"https://doi.org/10.1145/3214834.3214880","url":null,"abstract":"We survey methods that utilize Monte Carlo (MC) integration to simulate light transport in scenes with participatingmedia. The goal of this course is to complement a recent Eurographics 2018 stateof-the-art report providing a broad overview of most techniques developed to date, including a few methods from neutron transport, with a focus on concepts that are most relevant to CG practitioners. The wide adoption of path-tracing algorithms in high-end realistic rendering has stimulated many diverse research initiatives aimed at efficiently rendering scenes with participatingmedia. More computational power has enabled holistic approaches that tie volumetric effects and surface scattering together and simplify authoring workflows. Methods that were previously assumed to be incompatible have been unified to allow renderers to benefit from each method’s respective strengths. Generally, investigations have shifted away from specialized solutions, e.g. for singleor multiplescattering approximations or analytical methods, towards the more versatile Monte Carlo algorithms that are currently enjoying a widespread success in many production settings. The goal of this course is to provide the audience with a deep, up-to-date understanding of key techniques for free-path sampling, transmittance estimation, and light-path construction in participating media, including those that are presently utilized in production rendering systems. We present a coherent overview of the fundamental building blocks and we contrast the various advanced methods that build on them, providing attendees with guidance for implementing existing solutions and developing new ones. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). SIGGRAPH ’18 Courses, August 12-16, 2018, Vancouver, BC, Canada © 2018 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-5809-5/18/08. https://doi.org/10.1145/3214834.3214877 CCS CONCEPTS • Computing methodologies → Computer graphics; Rendering; Ray tracing;","PeriodicalId":107712,"journal":{"name":"ACM SIGGRAPH 2018 Courses","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114195515","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 22
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