SIGGRAPH Asia 2011 Sketches最新文献

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Beady: interactive beadwork design and construction 珠饰:互动珠饰设计与制作
SIGGRAPH Asia 2011 Sketches Pub Date : 2011-12-12 DOI: 10.1145/2077378.2077400
Y. Igarashi, T. Igarashi, J. Mitani
{"title":"Beady: interactive beadwork design and construction","authors":"Y. Igarashi, T. Igarashi, J. Mitani","doi":"10.1145/2077378.2077400","DOIUrl":"https://doi.org/10.1145/2077378.2077400","url":null,"abstract":"Beadwork is the art of connecting beads together by wires. While common beadwork is two-dimensional (2D), three-dimensional (3D) beadwork is also popular in oriental regions such as Japan and China. However, the design and construction of 3D beadwork is very difficult. The final shape is defined by the complicated three-dimensional interaction between beads and wires, thus making it very difficult to design manually. One also needs to specify an appropriate wire path to hold the beads together and to manually insert the wire into the beads one by one following the path to construct the beadwork. Careful observation of existing beadwork structures shows several geometrically interesting problems, which make beadwork design an interesting technical challenge.","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127017767","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: 14
Fast global illumination baking via ray-bundles 快速全局照明烘烤通过射线束
SIGGRAPH Asia 2011 Sketches Pub Date : 2011-12-12 DOI: 10.1145/2077378.2077410
Yusuke Tokuyoshi, Takashi Sekine, Shinji Ogaki
{"title":"Fast global illumination baking via ray-bundles","authors":"Yusuke Tokuyoshi, Takashi Sekine, Shinji Ogaki","doi":"10.1145/2077378.2077410","DOIUrl":"https://doi.org/10.1145/2077378.2077410","url":null,"abstract":"In interactive applications such as video games, light maps are often used to generate realistic images. However, baking light maps is time consuming because it is necessary to compute global illumination. This sketch presents a simple and fast rendering system for light maps. Our system exploits ray-bundles on DirectX®11 capable GPUs and outperforms ray tracing based methods. Furthermore, it supports tessellation for DirectX 11 games.","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"180 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114848470","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: 4
VolVision: high-speed capture in unconstrained camera motion VolVision:在不受约束的相机运动中高速捕获
SIGGRAPH Asia 2011 Sketches Pub Date : 2011-12-12 DOI: 10.1145/2077378.2077383
H. Takeoka, Yushi Moko, Carson Reynolds, T. Komuro, Yoshihiro Watanabe, M. Ishikawa
{"title":"VolVision: high-speed capture in unconstrained camera motion","authors":"H. Takeoka, Yushi Moko, Carson Reynolds, T. Komuro, Yoshihiro Watanabe, M. Ishikawa","doi":"10.1145/2077378.2077383","DOIUrl":"https://doi.org/10.1145/2077378.2077383","url":null,"abstract":"In this paper, we propose a novel concept called VolVision that encompasses using a camera to reconstruct 6DoF unconstrained motion. \"VolVision\" is designed to handle imagery falling, tossed or thrown cameras. And VolVision also allows users to reconstruct dynamic images and generate a 3D-mapped scene from image sequences. It could be used to model severe environments like valley and mountains that are normally not easily viewed by humans. We produced a prototype that embodies the concept above, and were able to reconstruct the camera's path, perform image mosaicing, and track 3D information of feature points in images.","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130654536","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
Screen space animation of fire 屏幕空间动画的火焰
SIGGRAPH Asia 2011 Sketches Pub Date : 2011-12-12 DOI: 10.1145/2077378.2077391
M. Guay, F. Colin, R. Egli
{"title":"Screen space animation of fire","authors":"M. Guay, F. Colin, R. Egli","doi":"10.1145/2077378.2077391","DOIUrl":"https://doi.org/10.1145/2077378.2077391","url":null,"abstract":"We present a simple and physically inspired method to animate realistically looking fire directly in 2D instead of along a 3D simulation. This naturally reduces the complexity of the animation from O(n3) to O(n2). The fire is represented as a 2D scalar density field located on a plane facing the camera, and is advected under a 2.5D velocity field. In our method, the apparent motion of the fire on the viewing axis is mimicked by introducing vibrations in the velocity field. We model these rapid vibrations as pressure waves found in compressible fluids and therefore consider the full Navier-Stokes equations. The equations can be solved in a single pass and our method entirely runs on the GPU. A natural extension is to make use of this method directly in screen space: instead of filtering down the fire's simulation grid in world space, we rasterize the fire's source, and perform the simulation on a coarser grid directly in screen space. The results are continuously renewed 3D-looking fires computed solely in 2D.","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124951158","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
Constant-time O(1) all pairs geodesic distance query on triangle meshes 在三角形网格上恒时O(1)对测地线距离查询
SIGGRAPH Asia 2011 Sketches Pub Date : 2011-12-12 DOI: 10.1145/2077378.2077407
Shiqing Xin, Xiang Ying, Ying He
{"title":"Constant-time O(1) all pairs geodesic distance query on triangle meshes","authors":"Shiqing Xin, Xiang Ying, Ying He","doi":"10.1145/2077378.2077407","DOIUrl":"https://doi.org/10.1145/2077378.2077407","url":null,"abstract":"Geodesic plays an important role in geometric computation and analysis. Rather than the widely studied single source all destination discrete geodesic problem, very little work has been reported on the all pairs geodesic distance query So far, the best known result is due to Cook IV and Wenk [2009], who pre-computed the pairwise geodesic between any two mesh vertices in O(n52α(n) logn) time complexity and O(n4) space complexity, where n is the number of mesh vertices and α(n) the inverse Ackermann function. Then the geodesic distance between any pair of points on the mesh edges can be computed in O(m + logn) time, where m is the number of edges crossed by the geodesic path. Although Cook IV and Wenk's algorithm is able to compute the exact geodesic the high computational cost limits its applications to real-world models which usually contain thousands of vertices.","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132358758","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: 27
A sketch-based interface to script comics reading 一个基于草图的界面脚本漫画阅读
SIGGRAPH Asia 2011 Sketches Pub Date : 2011-12-12 DOI: 10.1145/2077378.2077382
J. Raulet, V. Boyer
{"title":"A sketch-based interface to script comics reading","authors":"J. Raulet, V. Boyer","doi":"10.1145/2077378.2077382","DOIUrl":"https://doi.org/10.1145/2077378.2077382","url":null,"abstract":"The advent of smartphones and the emergence of tablet personal computers have led to modify the contents delivery device. Touchscreen devices and their end-user accessibility (user interface, add/remove applications, system upgrade) emphasize their popularity and are largely used to display media information contents (text, audio, still images,...) and multimedia (video games,...). Even if the screen resolutions are smaller than those of image acquisition systems, the user can have a global view of the image or the text and focus easily on a detail through the tactile user interface (zoom in/out). Remark that the book reading is structured and linear (from left to right and top to bottom for occidental reading for example), while the image viewing is non-linear and often structured (viewer can both focus on particular detail or have a global view and its viewing is almost unpredictible). For these cases, the scenarization of the book reading or image viewing is very simple (respectively one main predictible displacement or a free manipulation).","PeriodicalId":137004,"journal":{"name":"SIGGRAPH Asia 2011 Sketches","volume":"204 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115445929","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
SIGGRAPH Asia 2011 Sketches 2011亚洲写生展
SIGGRAPH Asia 2011 Sketches Pub Date : 1900-01-01 DOI: 10.1145/2077378
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引用次数: 0
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