{"title":"A framework to transform in-core GPU algorithms to out-of-core algorithms","authors":"T. Harada","doi":"10.1145/2856400.2876011","DOIUrl":"https://doi.org/10.1145/2856400.2876011","url":null,"abstract":"Porting an existing application to the GPU requires a lot of engineering effort. However, as the GPU memory of today is smaller compared to the host memory, some application which requires to access to a large data set needs to implement an out-of-core logic on top of the GPU implementation which is additional engineering work [Garanzha et al. 2011]. We present a framework to make it easy to transform an in-core GPU implementation to an out-of-core GPU implementation. In this work, we assume that the out-of-core memory access is read only. The proposed method is implemented using OpenCL thus we use the terminology of OpenCL in this document.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117346785","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}
Ben Jones, April Martin, J. Levine, Tamar Shinar, Adam W. Bargteil
{"title":"Ductile fracture for clustered shape matching","authors":"Ben Jones, April Martin, J. Levine, Tamar Shinar, Adam W. Bargteil","doi":"10.1145/2856400.2856415","DOIUrl":"https://doi.org/10.1145/2856400.2856415","url":null,"abstract":"In this paper, we incorporate ductile fracture into the clustered shape matching simulation framework for deformable bodies, thus filling a gap in the shape matching literature. Our plasticity and fracture models are inspired by the finite element literature on deformable bodies, but are adapted to the clustered shape matching framework. The resulting approach is fast, versatile, and simple to implement.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117023678","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}
Yeong-Hu Jeong, Haejoon Kim, H. Seo, Frédéric Cordier, Seungyong Lee
{"title":"RGB-D IBR: rendering indoor scenes using sparse RGB-D images with local alignments","authors":"Yeong-Hu Jeong, Haejoon Kim, H. Seo, Frédéric Cordier, Seungyong Lee","doi":"10.1145/2856400.2876006","DOIUrl":"https://doi.org/10.1145/2856400.2876006","url":null,"abstract":"This paper presents an image-based rendering (IBR) system based on RGB-D images. The input of our system consists of RGB-D images captured at sparse locations in the scene and can be expanded by adding new RGB-D images. The sparsity of RGB-D images increases the usability of our system as the user need not capture a RGB-D image stream in a single shot, which may require careful planning for a hand-held camera. Our system begins with a single RGB-D image and images are incrementally added one by one. For each newly added image, a batch process is performed to align it with previously added images. The process does not include a global alignment step, such as bundle adjustment, and can be completed quickly by computing only local alignments of RGB-D images. Aligned images are represented as a graph, where each node is an input image and an edge contains relative pose information between nodes. A novel view image is rendered by picking the nearest input as the reference image and then blending the neighboring images based on depth information in real time. Experimental results with indoor scenes using Microsoft Kinect demonstrate that our system can synthesize high quality novel view images from a sparse set of RGB-D images.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133706934","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}
Mubbasir Kapadia, Xianghao Xu, Maurizio Nitti, Marcelo Kallmann, Stelian Coros, R. Sumner, M. Gross
{"title":"Precision: precomputing environment semantics for contact-rich character animation","authors":"Mubbasir Kapadia, Xianghao Xu, Maurizio Nitti, Marcelo Kallmann, Stelian Coros, R. Sumner, M. Gross","doi":"10.1145/2856400.2856404","DOIUrl":"https://doi.org/10.1145/2856400.2856404","url":null,"abstract":"The widespread availability of high-quality motion capture data and the maturity of solutions to animate virtual characters has paved the way for the next generation of interactive virtual worlds exhibiting intricate interactions between characters and the environments they inhabit. However, current motion synthesis techniques have not been designed to scale with complex environments and contact-rich motions, requiring environment designers to manually embed motion semantics in the environment geometry in order to address online motion synthesis. This paper presents an automated approach for analyzing both motions and environments in order to represent the different ways in which an environment can afford a character to move. We extract the salient features that characterize the contact-rich motion repertoire of a character and detect valid transitions in the environment where each of these motions may be possible, along with additional semantics that inform which surfaces of the environment the character may use for support during the motion. The precomputed motion semantics can be easily integrated into standard navigation and animation pipelines in order to greatly enhance the motion capabilities of virtual characters. The computational efficiency of our approach enables two additional applications. Environment designers can interactively design new environments and get instant feedback on how characters may potentially interact, which can be used for iterative modeling and refinement. End users can dynamically edit virtual worlds and characters will automatically accommodate the changes in the environment in their movement strategies.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115456011","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}
P. Lecocq, A. Dufay, G. Sourimant, Jean-Eudes Marvie
{"title":"Accurate analytic approximations for real-time specular area lighting","authors":"P. Lecocq, A. Dufay, G. Sourimant, Jean-Eudes Marvie","doi":"10.1145/2856400.2856403","DOIUrl":"https://doi.org/10.1145/2856400.2856403","url":null,"abstract":"We introduce analytic approximations for accurate real-time rendering of specular surfaces lit by area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the rendering of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing the first practical method producing specular stretches that closely match ground truth image references in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness, with a quality close to the ground truth.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122512363","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":"Real-time hair mesh simulation","authors":"Kui Wu, Cem Yuksel","doi":"10.1145/2856400.2856412","DOIUrl":"https://doi.org/10.1145/2856400.2856412","url":null,"abstract":"We present a robust real-time hair simulation method using hair meshes. Leveraging existing simulation models for sheet-based cloth, we introduce a volumetric force model for incorporating hair interactions inside the hair mesh volume. We also introduce a position correction method that minimizes the local deformation of the hair mesh due to collision handling. We demonstrate the robustness of our hair simulation method using large time steps with fast motion, and we show that our method can recover the initial hair shape even when the hair mesh goes through substantial deformation.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121235434","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":"Triangle reordering for reduced overdraw in animated scenes","authors":"Songfang Han, P. Sander","doi":"10.1145/2856400.2856408","DOIUrl":"https://doi.org/10.1145/2856400.2856408","url":null,"abstract":"We introduce an automatic approach for optimizing the triangle rendering order of animated meshes with the objective of reducing overdraw while maintaining good post-transform vertex cache efficiency. Our approach is based on prior methods designed for static meshes. We propose an algorithm that clusters the space of viewpoints and key frames. For each cluster, we generate a triangle order that exhibits satisfactory vertex cache efficiency and low overdraw. Results show that our approach significantly improves overdraw throughout the entire animation sequence while only requiring a few index buffers. We expect that this approach will be useful for games and other real-time rendering applications that involve complex shading of articulated characters.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125104302","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 phenomenological scattering model for order-independent transparency","authors":"M. McGuire, Michael Mara","doi":"10.1145/2856400.2856418","DOIUrl":"https://doi.org/10.1145/2856400.2856418","url":null,"abstract":"Translucent objects such as fog, smoke, glass, ice, and liquids are pervasive in cinematic environments because they frame scenes in depth and create visually compelling shots. Unfortunately, they are hard to simulate in real-time and have thus previously been rendered poorly compared to opaque surfaces in games. This paper introduces the first model for a real-time rasterization algorithm that can simultaneously approximate the following transparency phenomena: wavelength-varying (\"colored\") transmission, translucent colored shadows, caustics, partial coverage, diffusion, and refraction. All render efficiently on modern GPUs by using order-independent draw calls and low bandwidth. We include source code for the transparency and resolve shaders.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129099973","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":"Data-driven adaptive history for image editing","authors":"Hsiang-Ting Chen, Li-Yi Wei, Bjoern Hartmann, Maneesh Agrawala","doi":"10.1145/2856400.2856417","DOIUrl":"https://doi.org/10.1145/2856400.2856417","url":null,"abstract":"Digital image editing is usually an iterative process; users repetitively perform short sequences of operations, as well as undo and redo using history navigation tools. In our collected data, undo, redo and navigation constitute about 9 percent of the total commands and consume a significant amount of user time. Unfortunately, such activities also tend to be tedious and frustrating, especially for complex projects. We address this crucial issue by adaptive history, a UI mechanism that groups relevant operations together to reduce user workloads. Such grouping can occur at various history granularities. We present two that have been found to be most useful. On a fine level, we group repeating commands patterns together to facilitate smart undo. On a coarse level, we segment commands history into chunks for semantic navigation. The main advantages of our approach are that it is intuitive to use and easy to integrate into any existing tools with text-based history lists. Unlike prior methods that are predominately rule based, our approach is data driven, and thus adapts better to common editing tasks which exhibit sufficient diversity and complexity that may defy predetermined rules or procedures. A user study showed that our system performs quantitatively better than two other baselines, and the participants also gave positive qualitative feedbacks on the system features.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"98 11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116765207","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":"SSVDAGs: symmetry-aware sparse voxel DAGs","authors":"A. Villanueva, F. Marton, E. Gobbetti","doi":"10.1145/2856400.2856420","DOIUrl":"https://doi.org/10.1145/2856400.2856420","url":null,"abstract":"Voxelized representations of complex 3D scenes are widely used nowadays to accelerate visibility queries in many GPU rendering techniques. Since GPU memory is limited, it is important that these data structures can be kept within a strict memory budget. Recently, directed acyclic graphs (DAGs) have been successfully introduced to compress sparse voxel octrees (SVOs), but they are limited to sharing identical regions of space. In this paper, we show that a more efficient lossless compression of geometry can be achieved, while keeping the same visibility-query performance, by merging subtrees that are identical through a similarity transform, and by exploiting the skewed distribution of references to shared nodes to store child pointers using a variabile bit-rate encoding. We also describe how, by selecting plane reflections along the main grid directions as symmetry transforms, we can construct highly compressed GPU-friendly structures using a fully out-of-core method. Our results demonstrate that state-of-the-art compression and real-time tracing performance can be achieved on high-resolution voxelized representations of real-world scenes of very different characteristics, including large CAD models, 3D scans, and typical gaming models, leading, for instance, to real-time GPU in-core visualization with shading and shadows of the full Boeing 777 at sub-millimetric precision.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115760713","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}