{"title":"A rapid hierarchical rendering technique for translucent materials","authors":"H. Jensen, Juan Buhler","doi":"10.1145/1198555.1198592","DOIUrl":"https://doi.org/10.1145/1198555.1198592","url":null,"abstract":"This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scattering inside the material. This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114997474","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":"Session details: Acting and movement for animators: students, teachers, and professionals","authors":"","doi":"10.1145/3245711","DOIUrl":"https://doi.org/10.1145/3245711","url":null,"abstract":"","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"649 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115829199","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":"A unified treatment of elastostatic contact simulation for real time haptics","authors":"Doug L. James, D. Pai","doi":"10.1145/1198555.1198614","DOIUrl":"https://doi.org/10.1145/1198555.1198614","url":null,"abstract":"We describe real-time, physically-based simulation algorithms for haptic interaction with elastic objects. Simulation of contact with elastic objects has been a challenge, due to the complexity of physically accurate simulation and the difficulty of constructing useful approximations suitable for real time interaction. We show that this challenge can be effectively solved for many applications. In particular global deformation of linear elastostatic objects can be efficiently solved with low run-time computational costs, using precomputed Green's functions and fast low-rank updates based on Capacitance Matrix Algorithms. The capacitance matrices constitute exact force response models, allowing contact forces to be computed much faster than global deformation behavior. Vertex pressure masks are introduced to support the convenient abstraction of localized scale-specific point-like contact with an elastic and/or rigid surface approximated by a polyhedral mesh. Finally, we present several examples using the CyberGlove™ and PHANToM™ haptic interfaces.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117197756","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":"Using particles to sample and control implicit surfaces","authors":"A. Witkin, Paul S. Heckbert","doi":"10.1145/1198555.1198656","DOIUrl":"https://doi.org/10.1145/1198555.1198656","url":null,"abstract":"We present a new particle-based approach to sampling and controlling implicit surfaces. A simple constraint locks a set of particles onto a surface while the particles and the surface move. We use the constraint to make surfaces follow particles, and to make particles follow surfaces. We implement control points for direct manipulation by specifying particle motions, then solving for surface motion that maintains the constraint. For sampling and rendering, we run the constraint in the other direction, creating floater particles that roam freely over the surface. Local repulsion is used to make floaters spread evenly across the surface. By varying the radius of repulsion adaptively, and fissioning or killing particles based on the local density, we can achieve good sampling distributions very rapidly, and maintain them even in the face of rapid and extreme deformations and changes in surface topology.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115985931","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":"Performance OpenGL: platform independent techniques","authors":"Bob Kuehne, T. True, Alan Y. Commike, D. Shreiner","doi":"10.1145/1198555.1198684","DOIUrl":"https://doi.org/10.1145/1198555.1198684","url":null,"abstract":"","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122999059","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":"Modeling and rendering of metallic patinas","authors":"Julie Dorsey, P. Hanrahan","doi":"10.1145/1198555.1198695","DOIUrl":"https://doi.org/10.1145/1198555.1198695","url":null,"abstract":"An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering --- metallic patinas. A patina is a film or incrustation on a surface that is produced by the removal of material, the addition of material, or the chemical alteration of a surface. Oxidation, sulphidization, and painting are examples of phenomena that produce patinas.We represent a surface as a series of layers. Patinas are simulated with a collection of operators, such as \"coat,\" \"erode,\" and \"polish,\" which are applied to the layered structure. The development of patinas is modulated according to an object's geometry and local environmental factors. We introduce a technique to model the reflectance and transmission of light through the layered structure using the Kubelka-Munk model. This representation yields a model that can simulate many aspects of the time-dependent appearance of metals as they are exposed to the atmosphere or treated chemically. We demonstrate the approach with a collection of copper models.","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"440 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123012778","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":"High level languages for GPUs","authors":"I. Buck","doi":"10.1145/1198555.1198772","DOIUrl":"https://doi.org/10.1145/1198555.1198772","url":null,"abstract":"• HLSL and Cg are syntactically almost identical • Exception: Cg 1.3 allows shader “interfaces”, unsized arrays • Command line compilers • Microsoft’s FXC.exe • Compiles to DirectX vertex and pixel shader assembly only • fxc /Tps_2_0 myshader.hlsl • NVIDIA’s CGC.exe • Compiles to everything • cgc -profile ps_2_0 myshader.cg • Can generate very different assembly! • Driver will recompile code • Compliance may vary","PeriodicalId":192758,"journal":{"name":"ACM SIGGRAPH 2005 Courses","volume":"153 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116731131","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}