ACM SIGGRAPH 2016 Real-Time Live!最新文献

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Creating a live real-time performance-captured digital human 创造一个实时表现捕捉的数字人
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933551
Tameem Antoniades
{"title":"Creating a live real-time performance-captured digital human","authors":"Tameem Antoniades","doi":"10.1145/2933540.2933551","DOIUrl":"https://doi.org/10.1145/2933540.2933551","url":null,"abstract":"Epic Games teamed up with Ninja Theory, Cubic Motion, and 3Lateral to create the world's first believable human driven live by an actress within an Unreal Engine game world. The project was developed in seven weeks thanks to breakthrough advances in Unreal Engine character technology, real-time facial solving, digital face scanning and rigging, and beautiful art. In this demonstration, body, face, and voice are all captured live in real time and recorded to create a real-time scene.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128369841","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: 8
Bound 绑定
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933553
M. Staniszewski
{"title":"Bound","authors":"M. Staniszewski","doi":"10.1145/2933540.2933553","DOIUrl":"https://doi.org/10.1145/2933540.2933553","url":null,"abstract":"Bound is an innovative 3D platformer game designed by real-time graphics fans for real-time graphics fans, with dynamic procedural environments inspired by the works of the Demoscene. Procedural aspects of the game environment enabled solutions to some of the hardest problems of VR gaming. The Plastic creative team used modern digital-art aesthetics to create a living procedural world. Heavily inspired by such modern art movements as suprematism, concretism, and neoplasticism, they created a 3D game in a fully dynamic environment. Bound also explores novel ideas of interactive storytelling by delivering an adult story in a stochastic way.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123454737","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
Real-time technologies of Final Fantasy XV battles 《最终幻想15》战斗的实时技术
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933554
I. Hasegawa
{"title":"Real-time technologies of Final Fantasy XV battles","authors":"I. Hasegawa","doi":"10.1145/2933540.2933554","DOIUrl":"https://doi.org/10.1145/2933540.2933554","url":null,"abstract":"This presentation showcases several real-time technologies implemented for FINAL FANTASY XV's epic battle between heroes and monsters:","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133664309","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
Quill: VR drawing in the production of Oculus Story Studio's new movie 鹅毛笔:Oculus Story Studio新电影制作中的VR绘图
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933549
Iñigo Quilez
{"title":"Quill: VR drawing in the production of Oculus Story Studio's new movie","authors":"Iñigo Quilez","doi":"10.1145/2933540.2933549","DOIUrl":"https://doi.org/10.1145/2933540.2933549","url":null,"abstract":"Oculus Story Studio, the team behind the pioneering VR short films \"Lost\" and \"Henry\", demonstrates the art of their newest film, \"Dear Angelica\", which has a unique illustrative look created with a tool that allows artists to paint scenes in VR using Oculus Touch. The project considered a key question: What do illustrations look like in VR? To answer that, the studio moved beyond traditional flat CG tools (Maya, Photoshop, etc.) and developed Quill, which allows hand movements to become strokes of color in true 3D. For the first time, creators of an animated film were inside their own creation, no longer detached from it and looking at it from the outside.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"95 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126092988","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: 3
Real-time simulation of solids with large viscoplastic deformation 大粘塑性变形固体的实时模拟
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933552
N. Chentanez
{"title":"Real-time simulation of solids with large viscoplastic deformation","authors":"N. Chentanez","doi":"10.1145/2933540.2933552","DOIUrl":"https://doi.org/10.1145/2933540.2933552","url":null,"abstract":"This is the first demonstration of real-time solid simulation that can handle large plastic deformation. The new algorithm is implemented in NVIDIA Gameworks. The demo includes cutting, manipulating, and even blowing up dough of various shapes with several virtual tools controlled with a hand-tracking device.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"68 3-4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116720234","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
Immersive augmented reality in Minutes with Meta 2 沉浸式增强现实在几分钟内与Meta 2
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2934351
R. Lo
{"title":"Immersive augmented reality in Minutes with Meta 2","authors":"R. Lo","doi":"10.1145/2933540.2934351","DOIUrl":"https://doi.org/10.1145/2933540.2934351","url":null,"abstract":"Overlaying and registering interactive virtual content on the real world requires sophisticated hardware and advanced software: cutting-edge optics, state-of-the-art sensors, and the latest in computer vision and computer graphics algorithms. Meta 2 provides an easy-to-use platform for creating augmented reality applications that abstracts these complexities.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131720320","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
Project Tango 项目探戈
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933550
Eitan Marder-Eppstein
{"title":"Project Tango","authors":"Eitan Marder-Eppstein","doi":"10.1145/2933540.2933550","DOIUrl":"https://doi.org/10.1145/2933540.2933550","url":null,"abstract":"Project Tango technology brings a new kind of spatial perception to the Android platform by adding advanced computer vision, image processing, and special vision sensors. Applications built with Project Tango include phone-based measuring and surveying, augmented-reality games tied to the physical environment, remoteshopping apps that visualize products in your home, accurate indoor navigation in stores and malls, educational experiences that allow users to walk through the solar system, real-time 3D reconstruction, and more. With advanced computer vision and depth processing techniques that are exposed to developers via three core technologies 'motion tracking, area learning, and depth perception,' Project Tango is changing the capabilities of mobile phones.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114975051","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: 122
Gary the Gull 海鸥加里
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2934352
Tom Sanocki
{"title":"Gary the Gull","authors":"Tom Sanocki","doi":"10.1145/2933540.2934352","DOIUrl":"https://doi.org/10.1145/2933540.2934352","url":null,"abstract":"\"Gary the Gull,\" a four-minute replayable interactive short VR film built in the Limitless VR Creative Environment, combines the story of film with the interactivity of games.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123770328","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
Character shading of Uncharted 4 《神秘海域4》中的人物阴影
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2933546
Yibing Jiang
{"title":"Character shading of Uncharted 4","authors":"Yibing Jiang","doi":"10.1145/2933540.2933546","DOIUrl":"https://doi.org/10.1145/2933540.2933546","url":null,"abstract":"The challenges of character shading in Uncharted 4: volumetric feeling of the hair, using shader packages for different surfaces, performance for main characters and crowds, dynamic wear and tear. The Naughty Dog team debated which should be more important: image quality or creativity of character design, since it's already challenging enough to make sure everything is running in real time. Eventually, after deciding that gameplay should always be the first priority, they tried many different approaches and rewrote different shaders several times to achieve a result that seemed impossible when they began the project.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129466426","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
ILMxLAB augmented reality experience ILMxLAB增强现实体验
ACM SIGGRAPH 2016 Real-Time Live! Pub Date : 2016-07-24 DOI: 10.1145/2933540.2935709
Kevin Wooley
{"title":"ILMxLAB augmented reality experience","authors":"Kevin Wooley","doi":"10.1145/2933540.2935709","DOIUrl":"https://doi.org/10.1145/2933540.2935709","url":null,"abstract":"Industrial Light & Magic has developed an iPad app that composites real-time computer-generated imagery with the on-board video camera. Using the iPad instead of a VR headset, the system places digital characters in the user's visual field and reveals them in the real-world environment. The iPad is tracked using the HTC Vive and Valve Lighthouse system to provide the camera perspective to the 3D engine. Other tracking systems, such as a Vicon motion capture system, can also be used.","PeriodicalId":169874,"journal":{"name":"ACM SIGGRAPH 2016 Real-Time Live!","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124008374","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
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