{"title":"Communicating science through visualization in an age of alternative facts","authors":"Kalina Borkiewicz, A. Christensen, J. Stone","doi":"10.1145/3084873.3084935","DOIUrl":"https://doi.org/10.1145/3084873.3084935","url":null,"abstract":"Cinematic scientific visualization demystifies complex scientific concepts for general audiences, which helps them defend themselves against misinformation in popular media. Researchers from the University of Illinois will show techniques for representing data accurately while making it not only approachable, but beautiful and compelling to experts and non-experts alike.","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116390182","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}
Luca Fascione, Johannes Hanika, Marcos Fajardo, Per H. Christensen, Brent Burley, Brian Green
{"title":"Path tracing in production - part 1: production renderers","authors":"Luca Fascione, Johannes Hanika, Marcos Fajardo, Per H. Christensen, Brent Burley, Brian Green","doi":"10.1145/3084873.3084904","DOIUrl":"https://doi.org/10.1145/3084873.3084904","url":null,"abstract":"The last few years have seen a decisive move of the movie making industry towards rendering using physically-based methods, mostly implemented in terms of path tracing. Increasing demands on the realism of lighting, rendering and material modeling, paired with a working paradigm that very naturally models the behaviour of light like in the real world mean that more and more movies each year are created the physically-based way. This shift has also been recently recognised by the Academy of Motion Picture Arts and Sciences, which in this year's SciTech ceremony has awarded three ray tracing renderers for their crucial contribution to this move. While the language and toolkit available to the technical directors get closer and closer to natural language, an understanding of the techniques and algorithms behind the workings of the renderer of choice are still of fundamental importance to make efficient use of the available resources, especially when the hard-learned lessons and tricks from the previous world of rasterization-based rendering can introduce confusion and cause costly mistakes. In this course, the architectures and novel possibilities of the next generation of production renderers are introduced to a wide audience including technical directors, artists, and researchers. This is the first part of a two part course. While the first part focuses on architecture and implementation, the second one focuses on usage patterns and workflows.","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123659300","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}
{"title":"Applying color theory to visualization","authors":"T. Rhyne","doi":"10.1145/3084873.3084874","DOIUrl":"https://doi.org/10.1145/3084873.3084874","url":null,"abstract":"We examine the foundations of color theory & how these methods apply to building effective digital media. We define color harmony & demonstrate the application of color harmony to case studies. Case studies include historic & new infographics as well as time series animations. The Pantone Matching System, Munsell Color System and other hue systems are reviewed. The features of ColorBrewer, Adobe's Capture CC app, & Josef Albers \"Interaction of Color\" app are examined. We also introduce \"Gamut Mask\" & \"Color Proportions of an Image\" analysis tools. Our course concludes with a hands on session that teaches how to use online and mobile apps to successfully capture, analyze and store color schemes for future use in visual analytics. This includes evaluations for color deficiencies using Vizcheck & Coblis. These color suggestion tools are available online for your continued use in creating new digital media. Please bring small JPEG examples of your digital media content for performing color analyses during the hands on session. We hope you enjoy exploring color during this course at SIGGRAPH 2017, Theresa-Marie Rhyne.","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123779979","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}
Anjul Patney, Marina Zannoli, G. Koulieris, Joohwan Kim, Gordon Wetzstein, Frank Steinicke
{"title":"Applications of visual perception to virtual reality rendering","authors":"Anjul Patney, Marina Zannoli, G. Koulieris, Joohwan Kim, Gordon Wetzstein, Frank Steinicke","doi":"10.1145/3084873.3086551","DOIUrl":"https://doi.org/10.1145/3084873.3086551","url":null,"abstract":"Over the past few years, virtual reality (VR) has transitioned from the realm of expensive research prototypes and military installations into widely available consumer devices. These devices enable experiences that are highly immersive and entertaining, and have the potential to redefine the future of computer graphics. Yet, several challenges limit the practicality and accessibility of modern virtual reality Head-Mounted Displays (HMDs), including:","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114486514","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}
{"title":"Business 101 for CG and HCI professionals","authors":"Evan Hirsch, Bernard Mangold","doi":"10.1145/3084873.3098286","DOIUrl":"https://doi.org/10.1145/3084873.3098286","url":null,"abstract":"","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114720565","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}
{"title":"VR interactions","authors":"J. Jerald, J. Laviola, R. Marks","doi":"10.1145/3084873.3084900","DOIUrl":"https://doi.org/10.1145/3084873.3084900","url":null,"abstract":"VR has the potential to provide experiences and deliver results that cannot be otherwise achieved. However, interacting with immersive applications is not always straightforward and it is not just about an interface for the user to reach their goals. It is also about users working in an intuitive manner that is a pleasurable experience and devoid of frustration. Although VR systems and applications are incredibly complex, it is up to designers to take on the challenge of having the VR application intuitively communicate to users how the virtual world and its tools work so that those users can achieve their goals in an elegant and comfortable manner.","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125009532","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}
K. Museth, Jeff Budsberg, Rick Hankins, T. Keeler, D. Bailey, Rama Hoetzlein
{"title":"OpenVDB","authors":"K. Museth, Jeff Budsberg, Rick Hankins, T. Keeler, D. Bailey, Rama Hoetzlein","doi":"10.1145/3084873.3127941","DOIUrl":"https://doi.org/10.1145/3084873.3127941","url":null,"abstract":"","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134535935","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}
Mubbasir Kapadia, Steven Poulakos, M. Gross, R. Sumner
{"title":"Computational narrative","authors":"Mubbasir Kapadia, Steven Poulakos, M. Gross, R. Sumner","doi":"10.1145/3084873.3084931","DOIUrl":"https://doi.org/10.1145/3084873.3084931","url":null,"abstract":"Despite the maturity in solutions for animating expressive virtual characters, innovations realizing the creative intent of story writers have yet to make the same strides. This problem is further exacerbated for interactive narrative content, such as games. The key challenge is to provide an accessible, yet expressive interface for story authoring that enables the rapid prototyping, iteration, and deployment of narrative concepts, while facilitate free-form interaction. In this short course, we present the potential of computational intelligence to empower authors and content creators in creating their own interactive animated stories. There are 4 key contributions towards realizing this goal. First, we introduce a novel event-centric representation of narrative atoms which serve as the building blocks of any story. Second, we present a graphical platform for story architects to craft their own unique story worlds. Third, we present CANVAS, a computer-assisted visual authoring tool for synthesizing multi-character animations from sparsely- specified narrative events. In a process akin to storyboarding, authors lay out the key plot points in a story, and our system automatically fills in the missing details to synthesize a 3D animation that meets author constraints. Fourth, we present extensions to our logical formalisms to enable the transformation of a passive narrative into an interactive story, and how computational intelligence may be leveraged to identify and automatically resolve conflicts in the story. We analyse the authoring complexity of different story formalisms to present the benefits and tradeoffs of each. This course targets both Basic and Intermediate level attendees, with a preliminary background knowledge of Computer Animation and Artificial Intelligence recommended.","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114766820","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}
Julian Fong, Magnus Wrenninge, Christopher D. Kulla, R. Habel
{"title":"Production volume rendering: SIGGRAPH 2017 course","authors":"Julian Fong, Magnus Wrenninge, Christopher D. Kulla, R. Habel","doi":"10.1145/3084873.3084907","DOIUrl":"https://doi.org/10.1145/3084873.3084907","url":null,"abstract":"This document might be out of date, please check online for an updated version. With significant advances in techniques, along with increasing computational power, path tracing has now become the predominant rendering method used in movie production. Thanks to these advances, volume rendering can now take full advantage of the path tracing revolution, allowing the creation of photoreal images that would not have been feasible only a few years ago. However, volume rendering also provides its own set of unique challenges that can be daunting to path tracer developers and researchers accustomed to dealing only with surfaces. While recent texts and materials have covered some of these challenges, to the best of our knowledge none have comprehensively done so, especially when confronted with the complexity and scale demands required by production. For example, the last volume rendering course at SIGGRAPH in 2011 discussed ray marching and precomputed lighting and shadowing, none of which are techniques advisable for production purposes in 2017.","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122388805","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}
S. Hill, S. McAuley, Alejandro Conty, Michal Drobot, Eric Heitz, C. Hery, Christopher D. Kulla, Jon Lanz, Junyi Ling, Nathan Walster, Feng Xie, Adam Micciulla, Ryusuke Villemin
{"title":"Physically based shading in theory and practice","authors":"S. Hill, S. McAuley, Alejandro Conty, Michal Drobot, Eric Heitz, C. Hery, Christopher D. Kulla, Jon Lanz, Junyi Ling, Nathan Walster, Feng Xie, Adam Micciulla, Ryusuke Villemin","doi":"10.1145/3084873.3084893","DOIUrl":"https://doi.org/10.1145/3084873.3084893","url":null,"abstract":"Real-Time Line and Disk Light Shading Eric Heitz and Stephen Hill At SIGGRAPH 2016, we presented a new real-time area lighting technique for polygonal sources. In this talk, we will show how the underlying framework, based on Linearly Transformed Cosines (LTCs), can be extended to support line and disk lights. We will discuss the theory behind these approaches as well as practical implementation tips and tricks concerning numerical precision and performance. Physically Based Shading at DreamWorks Animation Feng Xie and Jon Lanz PDI/DreamWorks was one of the first animation studios to adopt global illumination in production rendering. Concurrently, we have also been developing and applying physically based shading principles to improve the consistency and realism of our material models, while balancing the need for intuitive artistic control required for feature animations. In this talk, we will start by presenting the evolution of physically based shading in our films. Then we will present some fundamental principles with respect to importance sampling and energy conservation in our BSDF framework with a pragmatic and efficient approach to transimssion fresnel modeling. Finally, we will present our new set of physically plausible production shaders for our new path tracer, which includes our new hard surface shader, our approach to material layering and some new developments in fabric and glitter shading. Volumetric Skin and Fabric Shading at Framestore Nathan Walster Recent advances in shading have led to the use of free-path sampling to better solve complex light transport within volumetric materials. In this talk, we describe how we have implemented these ideas and techniques within a production environment, their application on recent shows---such as Guardians of the Galaxy Vol. 2 and Alien: Covenant---and the effect this has had on artists' workflow within our studio. Practical Multilayered Materials in Call of Duty: Infinite Warfare Michał Drobot This talk presents a practical approach to multilayer, physically based surface rendering, specifically optimized for Forward+ rendering pipelines. The presented pipeline allows for the creation of complex surface by decomposing them into different mediums, each represented by a simple BRDF/BSSRDF and set of simple, physical macro properties, such as thickness, scattering and absorption. The described model is explained via practical examples of common multilayer materials such as car paint, lacquered wood, ice, and semi-translucent plastics. Finally, the talk describes intrinsic implementation details for achieving a low performance budget for 60 Hz titles as well as supporting multiple rendering modes: opaque, alpha blend, and refractive blend. Pixar's Foundation for Materials: PxrSurface and PxrMarschnerHair Christophe Hery and Junyi Ling Pixar's Foundation Materials, PxrSurface and PxrMarschnerHair, began shipping with RenderMan 21. PxrSurface is the standard surface shader developed in the stu","PeriodicalId":111118,"journal":{"name":"ACM SIGGRAPH 2017 Courses","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124951664","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}