ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia最新文献

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Collision detection for high-resolution deformable object using particle-based approach 基于粒子的高分辨率可变形物体碰撞检测
Thiti Rungcharoenpaisal, P. Kanongchaiyos
{"title":"Collision detection for high-resolution deformable object using particle-based approach","authors":"Thiti Rungcharoenpaisal, P. Kanongchaiyos","doi":"10.1145/1666778.1666801","DOIUrl":"https://doi.org/10.1145/1666778.1666801","url":null,"abstract":"Computational time of collision detection can be exceeded when there are too many checking for non-colliding primitives on some particular areas of high-resolution deformable objects. The problem is usually solved with best-fit bounding volume hierarchies (BVHs) which require much more memory and time for updating the bounding volumes when the objects deform. Hence, a particle-based collision detection method is enhanced to reduce the checking for non-colliding primitives by adding movable particles on the object vertices corresponding to each particular area. The distance of corresponding particles are computed for selecting the closest vertices between each pair of objects. The experimental results show that the proposed method has less colliding checking time than using BVHs when using with the deformable objects. Moreover, the proposed primitive-checking method can be parallel processed on GPU increasing speed performance while accuracy is still preserved when the results are compared to the previous BVH method.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133478853","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
Entire topography of lunar surface 月球表面的整个地形
H. Nakayama
{"title":"Entire topography of lunar surface","authors":"H. Nakayama","doi":"10.1145/1665208.1665243","DOIUrl":"https://doi.org/10.1145/1665208.1665243","url":null,"abstract":"The Japanese spacedraft Kaguya (Selene) was launched on 14 September 2007 by the Japan Aerospace Exploration Agency. Its objectives are \"to obtain scientific data of the lunar origin and evolution and to develop the technology for future lunar exploration.\"","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114338338","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
CUDA renderer: a programmable graphics pipeline CUDA渲染器:一个可编程的图形管道
Fang Liu, Meng-Cheng Huang, Xuehui Liu, E. Wu
{"title":"CUDA renderer: a programmable graphics pipeline","authors":"Fang Liu, Meng-Cheng Huang, Xuehui Liu, E. Wu","doi":"10.1145/1667146.1667189","DOIUrl":"https://doi.org/10.1145/1667146.1667189","url":null,"abstract":"Modern GPUs provide gradually increasing programmability on vertex shader, geometry shader and fragment shader in the past decade. However, many classical problems such as order-independent transparency (OIT), occlusion culling have not yet been efficiently solved using the traditional graphics pipeline. The main reason is that the behavior of the current stage of the pipeline is hard to be determined due to the unpredictable future data. Since the rasterization and blending stage are still largely fixed functions on chip, previous improvements on these problems always require hardware modifications thus remain on the theoretical level. In this paper we propose CUDA Renderer, a fully programmable graphics pipeline using compute unified device architecture (CUDA) [NVIDIA 2008] which can completely run on current graphics hardware. Our experimental results have demonstrated significant speedup to traditional graphics pipeline especially on OIT. We believe many other problems can also benefit from this flexible architecture.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117144774","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
Contour-driven brush stroke synthesis 轮廓驱动的笔触合成
Xie Ning, Hamid Laga, S. Saito, M. Nakajima
{"title":"Contour-driven brush stroke synthesis","authors":"Xie Ning, Hamid Laga, S. Saito, M. Nakajima","doi":"10.1145/1667146.1667154","DOIUrl":"https://doi.org/10.1145/1667146.1667154","url":null,"abstract":"We propose in this paper an interactive sketch-based system for simulating oriental brush strokes on complex shapes. We introduce a contour-driven approach where the user inputs contours to represent complex shapes, the system estimates automatically the optimal trajectory of the brush, and then renders them into oriental ink painting. Unlike previous work where the brush trajectory is explicitly specified as input, we automatically estimate this trajectory given the outline of the shape to paint. Existing methods can be classified into: (1) methods that explicitly model a virtual 3D brush and mimic its effect on a paper [Wang and Wang 2007], and (2) methods that simulate the rendering effect on a 2D canvas without an explicit 3D brush model [Okabe et al. 2007]. Our approach falls into the second category. Figure 1 shows four results generated by our algorithm.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115759430","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
Volumetric texture for fissure in 2012 2012年裂隙的体积纹理
H. Duiker, Tadao Mihashi
{"title":"Volumetric texture for fissure in 2012","authors":"H. Duiker, Tadao Mihashi","doi":"10.1145/1666778.1666795","DOIUrl":"https://doi.org/10.1145/1666778.1666795","url":null,"abstract":"For a feature film 2012, Digital Domain was asked to destroy Los Angeles by an earthquake, the scale of which human kind has never experienced, entirely in computer graphics. The earthquake levels the city and causes huge canyons and fissures to form in front of our eyes, revealing underground structures and formations. As part of the task of destroying Los Angeles, we implemented a 2d texture-based 3d volumetric shader for RenderMan to create photorealistic fissure walls.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115801961","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
Example based skinning with progressively optimized support joints 基于示例的蒙皮与逐步优化的支持关节
Kentaro Yamanaka, Akane Yano, S. Morishima
{"title":"Example based skinning with progressively optimized support joints","authors":"Kentaro Yamanaka, Akane Yano, S. Morishima","doi":"10.1145/1666778.1666833","DOIUrl":"https://doi.org/10.1145/1666778.1666833","url":null,"abstract":"Skeleton-Subspace Deformation (SSD), which is the most popular method for articulated character animation, often causes some artifacts. Animators have to edit mesh each time, which is seriously tedious and time-consuming. So example based skinning has been proposed. It employs edited mesh as target poses and generates plausible animation efficiently. In this technique, character mesh should be deformed to accurately fit target poses. Mohr et al. [2003] introduced additional joints. They expect animators to embed skeleton precisely.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115425563","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: 5
Interaction bar 交互酒吧
Chia-Hao Yang, Bo-Fan Jheng
{"title":"Interaction bar","authors":"Chia-Hao Yang, Bo-Fan Jheng","doi":"10.1145/1665137.1665193","DOIUrl":"https://doi.org/10.1145/1665137.1665193","url":null,"abstract":"In Interaction Bar, each wine cup represents a different character and emotion. Simulated scenes and the interaction surface react to users with unique visuals in each situation. Just like a real barroom crowd, these interactions can build bridges of friendship and encourage conversations, even among people who have never met.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125139055","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
On the level 坦率地说
Michael Rutter
{"title":"On the level","authors":"Michael Rutter","doi":"10.1145/1665208.1665257","DOIUrl":"https://doi.org/10.1145/1665208.1665257","url":null,"abstract":"All Bean Maxwell wants is for the picture on his foyer wall to hang level. With a scrutinizing eye, and an array of tools, he tirelessly pursues this exercise in perfection. But will his dedication to the little details cause him to lose sight of the bigger picture?","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127631931","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
Analysis and understanding of paintings by Ito Jakuchu 伊藤久初绘画的分析与理解
Sangtae Kim
{"title":"Analysis and understanding of paintings by Ito Jakuchu","authors":"Sangtae Kim","doi":"10.1145/1665137.1665155","DOIUrl":"https://doi.org/10.1145/1665137.1665155","url":null,"abstract":"This film describes an attempt to use a high-definition digital cinema system to produce content for a next-generation image system. Paintings by Ito Jakuchu were used as prototypes to produce an immersive virtual environment that allows people to enter the paintings. The result reveals possibilities for new collaborative studies among various fields such as art, psychology, and cognitive science, and a larger-than-life display to analyze and understand cultural properties and art works.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122514101","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
Interactive image composition through draggable objects 通过可拖动对象进行交互式图像合成
Yuichiro Yamaguchi, Takuya Saito, Yosuke Bando, Bing-Yu Chen, T. Nishita
{"title":"Interactive image composition through draggable objects","authors":"Yuichiro Yamaguchi, Takuya Saito, Yosuke Bando, Bing-Yu Chen, T. Nishita","doi":"10.1145/1667146.1667186","DOIUrl":"https://doi.org/10.1145/1667146.1667186","url":null,"abstract":"In traditional image composition methods for cutting out a source object from a source image and pasting it onto a target image, users have to segment a foreground object in a target image when they want to partially hide a source object behind it. While recent image editing tools greatly facilitate segmentation operations, it can be tedious to segment each object if users try to place a source object in various positions in a target image before obtaining a satisfying composition. We propose a method which allows users to drag a source object and slip it behind a target object as shown in Fig. 1, so that users can move a source object around without manually segmenting each part of a target image.","PeriodicalId":180587,"journal":{"name":"ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia","volume":"168 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122266570","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
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