{"title":"Shaping particle simulations with interaction forces","authors":"C. Yuksel, K. Maxwell, Scott Peterson","doi":"10.1145/2614106.2614121","DOIUrl":"https://doi.org/10.1145/2614106.2614121","url":null,"abstract":"classroom use is granted without fee provided that copies are not made or distributed for 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. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2960-6/14/08 Shaping Particle Simulations with Interaction Forces","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133859116","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}
Marius Bjørge, Sam Martin, S. Kakarlapudi, Jan-Harald Fredriksen
{"title":"Efficient rendering with tile local storage","authors":"Marius Bjørge, Sam Martin, S. Kakarlapudi, Jan-Harald Fredriksen","doi":"10.1145/2614106.2614135","DOIUrl":"https://doi.org/10.1145/2614106.2614135","url":null,"abstract":"classroom use is granted without fee provided that copies are not made or distributed for 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. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2960-6/14/08 Efficient Rendering with Tile Local Storage","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127794100","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":"Temporally coherent video de-anaglyph","authors":"J. Roo, Christian Richardt","doi":"10.1145/2614106.2614125","DOIUrl":"https://doi.org/10.1145/2614106.2614125","url":null,"abstract":"For a long time, stereoscopic 3D videos were usually encoded and shown in the anaglyph format. This format combines the two stereo views into a single color image by splitting its color spectrum and assigning each view to one half of the spectrum, for example red for the left and cyan (blue+green) for the right view. Glasses with matching color filters then separate the color channels again to provide the appropriate view to each eye. This simplicity made anaglyph stereo a popular choice for showing stereoscopic content, as it works with existing screens, projectors and print media. However, modern stereo displays and projectors natively support two full-color views, and avoid the viewing discomfort associated with anaglyph videos. Our work investigates how to convert existing anaglyph videos to the full-color stereo format used by modern displays. Anaglyph videos only contain half the color information compared to the full-color videos, and the missing color channels need to be reconstructed from the existing ones in a plausible and temporally coherent fashion. Joulin and Kang [2013] propose an approach that works well for images, but their extension to video is limited by the heavy computational complexity of their approach. Other techniques only support single images and when applied to each frame of a video generally produce flickering results. In our approach, we put the temporal coherence of the stereo results front and center by expressing Joulin and Kang’s approach within the practical temporal consistency framework of Lang et al. [2012]. As a result, our approach is both efficient and temporally coherent. In addition, it computes temporally coherent optical flow and disparity maps that can be used for various post-processing tasks.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128915910","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}
Aloys Baillet, D. Heckenberg, Eoin Murphy, Aidan Sarsfield, Bryan Smith
{"title":"The LEGO movie: construction, animation and demolition","authors":"Aloys Baillet, D. Heckenberg, Eoin Murphy, Aidan Sarsfield, Bryan Smith","doi":"10.1145/2614106.2614181","DOIUrl":"https://doi.org/10.1145/2614106.2614181","url":null,"abstract":"The creative requirements for The LEGO Movie demanded that the entire world be made of individual LEGO bricks, with no cheating. Whole buildings needed to be demolished into their component bricks, vehicles pulled apart and re-assembled differently and some parts of the set were to be ripped up and formed into other objects. Even simulated FX like oceans, dust and clouds were to be made of bricks. To achieve this challenging brief and support rendering of massive amounts of geometry, we added a brick-based layer under our existing asset pipeline, which we kept 'live' all the way through to final rendering. This approach allowed us to leverage brick specific render optimisations, and to automate various tasks such as model building and surfacing.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129313851","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":"Art directing rigid body dynamics as a post-process","authors":"Fangwei Lee","doi":"10.1145/2614106.2614148","DOIUrl":"https://doi.org/10.1145/2614106.2614148","url":null,"abstract":"classroom use is granted without fee provided that copies are not made or distributed for 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.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133134965","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":"Frozen on ice: rendering frost and ice on Frozen","authors":"Lewis N. Siegel","doi":"10.1145/2614106.2614137","DOIUrl":"https://doi.org/10.1145/2614106.2614137","url":null,"abstract":"classroom use is granted without fee provided that copies are not made or distributed for 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. SIGGRAPH 2014, August 10 – 14, 2014, Vancouver, British Columbia, Canada. 2014 Copyright held by the Owner/Author. ACM 978-1-4503-2960-6/14/08 Frozen on Ice: Rendering Frost and Ice on Frozen","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115764413","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":"Creating the flying armadas in Guardians of the Galaxy","authors":"Rob Pieké, Lucy Bailey, Kai Wolter, Jo Plaete","doi":"10.1145/2614106.2614127","DOIUrl":"https://doi.org/10.1145/2614106.2614127","url":null,"abstract":"For Guardians of the Galaxy, we were required to create an epic space battle spanning hundreds of shots, with tens of thousands of ships dogfighting. As characters unto themselves, significant effort was spent in designing unique flight characteristics for each type of spaceship. This required improvements to MPC's technology to allow for quick iterations and compelling results for the bulk of the ships via our crowd tools, while streamlining the process for fine-tuning the motion of any ships which didn't match the director's vision. The vast increase of geometric complexity for these \"crowd agents\", compared to MPC's previous shows, forced us to rethink our rendering pipeline, developing new tools and workflows.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124626492","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}
Koki Nagano, O. Alexander, J. Barbič, Hao Li, P. Debevec
{"title":"Measurement and modeling of microfacet distributions under deformation","authors":"Koki Nagano, O. Alexander, J. Barbič, Hao Li, P. Debevec","doi":"10.1145/2614106.2614124","DOIUrl":"https://doi.org/10.1145/2614106.2614124","url":null,"abstract":"We endeavor to model dynamic microfacet distributions of rough surfaces such as skin to simulate the changes in surface BRDF under stretching and compression. We begin by measuring microfacet distributions at 5-micron scale of several surface patches under controlled deformation. Generally speaking, rough surfaces become flatter and thus shinier as they are pulled tighter, and become rougher under compression. From this data, we build a model of how surface reflectance changes as the material deforms. We then simulate dynamic surface reflectance by modifying the anisotropic roughness parameters of a microfacet distribution model in accordance with animated surface deformations. Furthermore, we directly render such dynamic appearance by driving dynamic micro geometries to demonstrate how they influence the meso-scale surface reflectance.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125569389","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":"The LEGO movie: bricks, bricks and more bricks","authors":"Bryan Smith, D. Heckenberg, Jean-Pascal leBlanc","doi":"10.1145/2614106.2614179","DOIUrl":"https://doi.org/10.1145/2614106.2614179","url":null,"abstract":"In The LEGO Movie everything on screen from characters and sets to oceans and explosions is realised with bricks. By building a brick library we were able to automatically assemble optimized models from XML files output by LEGO Digital Designer. A sophisticated shader and numerous texture variations for each brick were also created, allowing us to produce models with high quality default shading. For realistic lighting a Physically Based approach was used, as well as aggressive geometry instancing. To simulate imperfectly assembled models, a small procedural transform jitter was applied.","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121061506","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}