Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games最新文献

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Real-time rendering of procedural multiscale materials 程序多尺度材料的实时渲染
Tobias Zirr, Anton Kaplanyan
{"title":"Real-time rendering of procedural multiscale materials","authors":"Tobias Zirr, Anton Kaplanyan","doi":"10.1145/2856400.2856409","DOIUrl":"https://doi.org/10.1145/2856400.2856409","url":null,"abstract":"We present a stable shading method and a procedural shading model that enables real-time rendering of sub-pixel glints and anisotropic microdetails resulting from irregular microscopic surface structure to simulate a rich spectrum of appearances ranging from sparkling to brushed materials. We introduce a biscale Normal Distribution Function (NDF) for microdetails to provide a convenient artistic control over both the global appearance as well as over the appearance of the individual microdetail shapes, while efficiently generating procedural details. Our stable rendering approach simulates a hierarchy of scales and accurately estimates pixel footprint at multiple levels of detail to achieve good temporal stability and antialiasing, making it feasible for real-time rendering applications.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"12 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":"128402561","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: 33
Pressure-based touch positioning techniques for 3D objects 基于压力的3D物体触摸定位技术
Siyuan Qiu, Lu Wang, Laikuan Wong
{"title":"Pressure-based touch positioning techniques for 3D objects","authors":"Siyuan Qiu, Lu Wang, Laikuan Wong","doi":"10.1145/2856400.2876010","DOIUrl":"https://doi.org/10.1145/2856400.2876010","url":null,"abstract":"Most of the previous 3 DOF (Degree Of Freedom) 3D touch positioning techniques require more than one finger (usually two hands) to be performed, which limits their using space on small mobile devices such as phones and tablets that need one hand to be held in most occasions. Given that the pressure sensitive touch screen would become ubiquitous in near future, we present the pressure-based 3DOF 3D objects positioning and manipulating techniques that only use one hand in operating.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"6 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":"122070008","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: 6
Beyond hard shadows: moment shadow maps for single scattering, soft shadows and translucent occluders 除了硬阴影:瞬间阴影地图的单一散射,软阴影和半透明遮挡
Christoph Peters, Cedrick Münstermann, Nico Wetzstein, R. Klein
{"title":"Beyond hard shadows: moment shadow maps for single scattering, soft shadows and translucent occluders","authors":"Christoph Peters, Cedrick Münstermann, Nico Wetzstein, R. Klein","doi":"10.1145/2856400.2856402","DOIUrl":"https://doi.org/10.1145/2856400.2856402","url":null,"abstract":"Building upon previous works, we transfer the recently proposed moment shadow mapping to three new applications. Like variance shadow maps and convolution shadow maps, moment shadow maps can be filtered directly. Classically, this is used to filter hard shadows but previous works explore other applications. Prefiltered single scattering uses convolution shadow maps to render single scattering in homogenous participating media, variance soft shadow mapping uses variance shadow maps for approximate soft shadows and Fourier opacity mapping uses convolution shadow maps for translucent occluders. We combine these three techniques with moment shadow mapping to arrive at better heuristics with less computational overhead.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"35 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":"126939567","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: 14
Hardware accelerated mesh colors 硬件加速网格颜色
Cem Yuksel
{"title":"Hardware accelerated mesh colors","authors":"Cem Yuksel","doi":"10.1145/2856400.2876017","DOIUrl":"https://doi.org/10.1145/2856400.2876017","url":null,"abstract":"Texture mapping arbitrary polygonal meshes has been an important problem in computer graphics. In particular, when one-to-one mapping is desired, such that the same texture pattern is not repeated over a surface, seams are unavoidable. The process of hiding filtering artifacts due to these seams involves additional manual effort onto already labor intensive process of specifying texture coordinates. Furthermore, these seams also substantially limit the number of mipmap levels that can be used without visible filtering artifacts.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 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":"132403980","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
A multiview and multilayer approach for interactive ray tracing 交互式光线追踪的多视图和多层方法
K. Vardis, Andreas Vasilakis, Georgios Papaioannou
{"title":"A multiview and multilayer approach for interactive ray tracing","authors":"K. Vardis, Andreas Vasilakis, Georgios Papaioannou","doi":"10.1145/2856400.2856401","DOIUrl":"https://doi.org/10.1145/2856400.2856401","url":null,"abstract":"We introduce a generic method for interactive ray tracing, able to support complex and dynamic environments, without the need for precomputations or the maintenance of additional spatial data structures. Our method, which relies entirely on the rasterization pipeline, stores fragment information for the entire scene on a multiview and multilayer structure and marches through depth layers to capture both near and distant information for illumination computations. Ray tracing is efficiently achieved by concurrently traversing a novel cube-mapped A-buffer variant in image space that exploits GPU-accelerated double linked lists, decoupled storage, uniform depth subdivision and empty space skipping on a per-fragment basis. We illustrate the effectiveness and quality of our approach on path tracing and ambient occlusion implementations in scenarios, where full scene coverage is of major importance. Finally, we report on the performance and memory usage of our pipeline and compare it against GPGPU ray tracing approaches.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"30 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":"130792354","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: 17
Precomputed illuminance composition for real-time global illumination 为实时全局照明预先计算的照度组成
Johannes Jendersie, David Kuri, Thorsten Grosch
{"title":"Precomputed illuminance composition for real-time global illumination","authors":"Johannes Jendersie, David Kuri, Thorsten Grosch","doi":"10.1145/2856400.2856407","DOIUrl":"https://doi.org/10.1145/2856400.2856407","url":null,"abstract":"In this paper we present a new real-time approach for indirect global illumination under dynamic lighting conditions. We use surfels to gather a sampling of the local illumination and propagate the light through the scene using a hierarchy and a set of precomputed light transport paths. The light is then aggregated into caches for lighting of static and dynamic geometry. By using a spherical harmonics representation, caches preserve incident light directions to allow both diffuse and slightly glossy BRDFs for indirect lighting. The sparse sampling of direct light also enables indirect lighting from many light sources and efficient progressive multi-bounce. Furthermore, any existing pipeline can be used for surfel lighting, enabling the use of all kinds of light sources. This also includes area lights which can be computed together with the first bounce indirect illumination of other light sources at no additional cost.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"252 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":"115838552","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: 14
Interactive modal sound synthesis using generalized proportional damping 使用广义比例阻尼的交互模态声音合成
Auston Sterling, M. Lin
{"title":"Interactive modal sound synthesis using generalized proportional damping","authors":"Auston Sterling, M. Lin","doi":"10.1145/2856400.2856419","DOIUrl":"https://doi.org/10.1145/2856400.2856419","url":null,"abstract":"We present a modal sound synthesis technique using a generalized proportional damping (GPD) model capable of capturing nonlinear frequency-dependent damping functions. We extend a prior method for automatic extraction of audio material parameters directly from recorded audio clips to determine material parameters for alternative damping models. We demonstrate the results with example-guided synthesized sounds, accompanied by a preliminary, perceptual study comparing the audio quality of the commonly used, linear Rayleigh damping model against a collection of alternative models.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 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":"129033169","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: 14
Adaptive deferred shading 自适应延迟阴影
Ian Mallett, Cem Yuksel, A. Prakash
{"title":"Adaptive deferred shading","authors":"Ian Mallett, Cem Yuksel, A. Prakash","doi":"10.1145/2856400.2876007","DOIUrl":"https://doi.org/10.1145/2856400.2876007","url":null,"abstract":"The primary advantage of deferred shading is eliminating wasted shading operations for fragments that are occluded by others during rendering. Deferred shading starts by rendering the entire scene into a series of temporary buffers (a geometry buffer or G-buffer). Then, it performs the shading operations using the contents of these buffers. Hence, deferred shading executes the (potentially expensive) fragment shader exactly once for a given pixel sample, avoiding additional fragment shading invocations due to overdrawing. Although deferred shading requires an extra pass and significant memory overhead to store the G-buffer, it can still be beneficial to performance when fragment shading is sufficiently expensive.","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":"123415997","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
A stochastic and scalable approach for real-time global illumination 一种随机和可扩展的实时全局照明方法
Gilles Laurent, Cyril Delalandre, Grégoire de La Rivière, T. Boubekeur
{"title":"A stochastic and scalable approach for real-time global illumination","authors":"Gilles Laurent, Cyril Delalandre, Grégoire de La Rivière, T. Boubekeur","doi":"10.1145/2856400.2876005","DOIUrl":"https://doi.org/10.1145/2856400.2876005","url":null,"abstract":"Light transport simulation is an important component of realistic image synthesis. The body of research work related to this phenomenon is referred as global illumination and, despite its well known physics laws, remains a challenging problem due to its high computational cost, with even more critical consequences for real-time scenarios. We present here a novel approach to address the real-time global illumination problem using forward rendering techniques. We focus on unshadowed diffuse interaction for the first indirect light bounce in the context of large models such as the complex scenes usually encountered in CAD application scenarios. We propose an approach, inspired from light cuts [Walter et al. 2005], which efficiently generates on-the-fly a fast, multiscale and temporally coherent radiance cache by exploiting the geometry-specific stages of the graphics pipeline, namely the tessellator unit and the geometry shader. Our probabilistic solution is supported by a mathematical analysis and a number of experiments covering a wide range of application scenarios. Moreover, no precomputation is needed and our solution is compatible with dynamic view point, lighting condition, geometry and materials.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"28 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":"128640249","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
Compact stokes coordinates for cage-based shapes Compact stokes坐标用于基于笼形的形状
Yann Savoye
{"title":"Compact stokes coordinates for cage-based shapes","authors":"Yann Savoye","doi":"10.1145/2856400.2878813","DOIUrl":"https://doi.org/10.1145/2856400.2878813","url":null,"abstract":"Cage-based structures are reduced subspace deformers enabling non-isometric stretching deformations induced by clothing or muscle bulging. In this paper, we reformulate the cage-based rigging as an incompressible Stokes problem in the vorticity space. The key to our approach is a compact stencil allowing the expression of fluid-inspired high-order coordinates. Thus, our cage-based coordinates are obtained by vorticity transport as the numerical solution of the linearized Stokes equations. Then, we turn the incompressible creeping Newtonian flow into Stokes equations, and we devise a second-order compact approximation with center differencing for solving the vorticity-stream function. To the best of our knowledge, our work is the first to devise a vorticity-stream function formulation as a computational model for cage-based weighting functions.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 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":"130164299","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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