{"title":"Hardware accelerated ambient occlusion techniques on GPUs","authors":"Perumaal Shanmugam, Okan Arikan","doi":"10.1145/1230100.1230113","DOIUrl":"https://doi.org/10.1145/1230100.1230113","url":null,"abstract":"We introduce a visually pleasant ambient occlusion approximation running on real-time graphics hardware. Our method is a multi-pass algorithm that separates the ambient occlusion problem into high-frequency, detailed ambient occlusion and low-frequency, distant ambient occlusion domains, both capable of running independently and in parallel. The high-frequency detailed approach uses an image-space method to approximate the ambient occlusion due to nearby occluders caused by high surface detail. The low-frequency approach uses the intrinsic properties of a modern GPU to greatly reduce the search area for large and distant occluders with the help of a low-detail approximated version of the occluder geometry. Our method utilizes the highly parallel, stream processors (GPUs) to perform real-time visually pleasant ambient occlusion. We show that our ambient occlusion approximation works on a wide variety of applications such as molecular data visualization, dynamic deformable animated models, highly detailed geometry. Our algorithm demonstrates scalability and is well-suited for the current and upcoming graphics hardware.","PeriodicalId":140639,"journal":{"name":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129466168","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":"LightShop: interactive light field manipulation and rendering","authors":"D. Horn, Billy Chen","doi":"10.1145/1230100.1230121","DOIUrl":"https://doi.org/10.1145/1230100.1230121","url":null,"abstract":"Light fields can be used to represent an object's appearance with a high degree of realism. However, unlike their geometric counterparts, these image-based representations lack user control for manipulating them. We present a system that allows a user to interactively manipulate, composite and render multiple light fields. LightShop is a modular system consisting of three parts: 1) a set of functions that allow a user to model a scene containing multiple light fields, 2) a ray-shading language that describes how an image should be constructed from a set of light fields, and 3) a real-time light field rendering system in OpenGL that can plug into existing 3D engines as a GLSL shader. We show applications in digital photography and we demonstrate how to integrate light fields into a modern space-flight game using LightShop.","PeriodicalId":140639,"journal":{"name":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131422576","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":"Parametric motion graphs","authors":"Rachel Heck, Michael Gleicher","doi":"10.1145/1230100.1230123","DOIUrl":"https://doi.org/10.1145/1230100.1230123","url":null,"abstract":"In this paper, we present an example-based motion synthesis technique that generates continuous streams of high-fidelity, controllable motion for interactive applications, such as video games. Our method uses a new data structure called a parametric motion graph to describe valid ways of generating linear blend transitions between motion clips dynamically generated through parametric synthesis in realtime. Our system specifically uses blending-based parametric synthesis to accurately generate any motion clip from an entire space of motions by blending together examples from that space. The key to our technique is using sampling methods to identify and represent good transitions between these spaces of motion parameterized by a continuously valued parameter. This approach allows parametric motion graphs to be constructed with little user effort. Because parametric motion graphs organize all motions of a particular type, such as reaching to different locations on a shelf, using a single, parameterized graph node, they are highly structured, facilitating fast decision-making for interactive character control. We have successfully created interactive characters that perform sequences of requested actions, such as cartwheeling or punching.","PeriodicalId":140639,"journal":{"name":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134190629","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":"Efficient multi-viewpoint acquisition of 3D objects undergoing repetitive motions","authors":"Yi Xu, Daniel G. Aliaga","doi":"10.1145/1230100.1230120","DOIUrl":"https://doi.org/10.1145/1230100.1230120","url":null,"abstract":"Computer graphics applications such as movie effects, video gaming, and product demonstration demand 3D models of dynamic objects. For this purpose, numerous methods, such as light fields, stereo reconstruction and visual hulls have been extended to model dynamic objects. These methods use multiple cameras to acquire images simultaneously and use the synchronized samples to reconstruct the model for each time instance. However, a large number of cameras are required to obtain compelling results. We introduce an efficient acquisition and modeling schema for dynamic objects with repetitive motions. Our method requires as few as two cameras. The key idea is that repetitive motions can be described by a finite number of states. Images capturing the same state can be grouped together and fed to the later modeling phase as if they are captured from multiple cameras simultaneously. Our work includes an acquisition system with interactive feedback, a graph traversal algorithm to help obtain a near minimum subset of images to sample the object and its motion, and a space-time image optimization method. We demonstrate this system using several datasets with different complexity of motion, and different number of desired viewpoints.","PeriodicalId":140639,"journal":{"name":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114821321","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}
B. Gooch, Peter-Pike J. Sloan, J. Cohen, G. Turk, Benjamin Watson
{"title":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","authors":"B. Gooch, Peter-Pike J. Sloan, J. Cohen, G. Turk, Benjamin Watson","doi":"10.1145/1230100","DOIUrl":"https://doi.org/10.1145/1230100","url":null,"abstract":"Before your eyes is the proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D 2007). If you are holding a hardcopy, you have all the conference's papers before you. If you are viewing the DVD, you also have access to videos and appendices. The location of this symposium is Seattle, Washington, from April 30 to May 2, 2007. In addition to the presentations of the technical papers from these proceedings, the conference also includes a poster session and doctoral seminars. \u0000 \u0000The purpose of the I3D conference is to bring researchers and practitioners of similar interests together to exchange ideas about interactive graphics and games. One of the distinct joys of conferences of this size is that you can meet just about everyone, and there is ample opportunity to talk between sessions and over meals. This is not always possible at a larger conference. If you are an I3D participant in 2007, we hope that you will return to your fellow researchers and remind them of the pleasures of this conference. \u0000 \u0000These proceedings contain 25 excellent papers that were selected out of 72 submissions to the symposium. For those who like to chart trends, we have provided a history of the paper statistics for I3D in a table below. This year, each paper was given at least three reviews, and the vast majority of the reviews came from the PC members.","PeriodicalId":140639,"journal":{"name":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","volume":"394 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114913786","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":"Queried virtual shadow maps","authors":"Markus Giegl, M. Wimmer","doi":"10.1145/1230100.1230112","DOIUrl":"https://doi.org/10.1145/1230100.1230112","url":null,"abstract":"Shadowing scenes by shadow mapping has long suffered from the fundamental problem of undersampling artifacts due to too low shadow map resolution, leading to so-called perspective and projection aliasing. In this paper we present a new real-time shadow mapping algorithm capable of shadowing large scenes by virtually increasing the resolution of the shadow map beyond the GPU hardware limit. We start with a brute force approach that uniformly increases the resolution of the whole shadow map. We then introduce a smarter version which greatly increases runtime performance while still being GPU-friendly. The algorithm contains an easy to use performance/quality-tradeoff parameter, making it tunable to a wide range of graphics hardware.","PeriodicalId":140639,"journal":{"name":"Proceedings of the 2007 symposium on Interactive 3D graphics and games","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116819935","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}