ACM SIGGRAPH 2005 Papers最新文献

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Variational tetrahedral meshing 变分四面体网格
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073238
P. Alliez, D. Cohen-Steiner, M. Yvinec, M. Desbrun
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引用次数: 388
Animating sand as a fluid 使沙子变成流体
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073298
Yongning Zhu, R. Bridson
{"title":"Animating sand as a fluid","authors":"Yongning Zhu, R. Bridson","doi":"10.1145/1186822.1073298","DOIUrl":"https://doi.org/10.1145/1186822.1073298","url":null,"abstract":"We present a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator with only a few small additions to account for inter-grain and boundary friction.We also propose an alternative method for simulating fluids. Our core representation is a cloud of particles, which allows for accurate and flexible surface tracking and advection, but we use an auxiliary grid to efficiently enforce boundary conditions and incompressibility. We further address the issue of reconstructing a surface from particle data to render each frame.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116402243","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: 712
Keynote and Awards presentations 主题演讲及颁奖典礼
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1134781
J. Mohler
{"title":"Keynote and Awards presentations","authors":"J. Mohler","doi":"10.1145/1186822.1134781","DOIUrl":"https://doi.org/10.1145/1186822.1134781","url":null,"abstract":"","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116878653","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
Sketching mesh deformations 绘制网格变形
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073291
Youngihn Kho, Michael Garland
{"title":"Sketching mesh deformations","authors":"Youngihn Kho, Michael Garland","doi":"10.1145/1186822.1073291","DOIUrl":"https://doi.org/10.1145/1186822.1073291","url":null,"abstract":"Techniques for interactive deformation of unstructured polygon meshes are of fundamental importance to a host of applications. Most traditional approaches to this problem have emphasized precise control over the deformation being made. However, they are often cumbersome and unintuitive for non-expert users.In this paper, we present an interactive system for deforming unstructured polygon meshes that is very easy to use. The user interacts with the system by sketching curves in the image plane. A single stroke can define a free-form skeleton and the region of the model to be deformed. By sketching the desired deformation of this reference curve, the user can implicitly and intuitively control the deformation of an entire region of the surface. At the same time, the reference curve also provides a basis for controlling additional parameters, such as twist and scaling. We demonstrate that our system can be used to interactively edit a variety of unstructured mesh models with very little effort. Furthermore, we can also use our formulation of the deformation to achieve a natural interpolation between character poses, thus producing simple key framed animations.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123937958","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: 86
Keynote Speech: George Lucas: A keynote Q&A with the father of digital cinema 主题演讲:乔治·卢卡斯:与数字电影之父的主题问答
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1134856
B. Carse
{"title":"Keynote Speech: George Lucas: A keynote Q&A with the father of digital cinema","authors":"B. Carse","doi":"10.1145/1186822.1134856","DOIUrl":"https://doi.org/10.1145/1186822.1134856","url":null,"abstract":"","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132950256","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
All-frequency interactive relighting of translucent objects with single and multiple scattering 具有单次和多次散射的半透明物体的全频率交互重照明
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073333
Rui Wang, John Tran, D. Luebke
{"title":"All-frequency interactive relighting of translucent objects with single and multiple scattering","authors":"Rui Wang, John Tran, D. Luebke","doi":"10.1145/1186822.1073333","DOIUrl":"https://doi.org/10.1145/1186822.1073333","url":null,"abstract":"We present a technique, based on precomputed light transport, for interactive rendering of translucent objects under all-frequency environment maps. We consider the complete BSSRDF model proposed by Jensen et al. [2001]. which includes both single and diffuse multiple scattering components. The challenge is how to efficiently precompute all-frequency light transport functions due to subsurface scattering. We apply the two-pass hierarchical technique by Jensen et al. [2002] in the space of non-linearly approximated transport vectors, which allows us to efficiently evaluate transport vectors due to diffuse multiple scattering. We then include an approximated single scattering term in the precomputation, which previous interactive systems have ignored. For an isotropic phase function, this approximation produces a diffuse transport vector per vertex, and is combined with the multiple scattering component. For a general phase function, we introduce a technique from BRDF rendering to factor the phase function using a separable decomposition to allow for view-dependent rendering. We show that our rendering results qualitatively match the appearance of translucent objects, achieving a high level of realism at interactive rates.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130282248","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: 88
A realtime GPU subdivision kernel 一个实时GPU细分内核
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073304
Le-Jeng Shiue, Ian Jones, J. Peters
{"title":"A realtime GPU subdivision kernel","authors":"Le-Jeng Shiue, Ian Jones, J. Peters","doi":"10.1145/1186822.1073304","DOIUrl":"https://doi.org/10.1145/1186822.1073304","url":null,"abstract":"By organizing the control mesh of subdivision in texture memory so that irregularities occur strictly inside independently refinable fragment meshes, all major features of subdivision algorithms can be realized in the framework of highly parallel stream processing. Our implementation of Catmull-Clark subdivision as a GPU kernel in programmable graphics hardware can model features like semi-smooth creases and global boundaries; and a simplified version achieves near-realtime depth-five re-evaluation of moderate-sized subdivision meshes. The approach is easily adapted to other refinement patterns, such as Loop, Doo-Sabin or √3 and it allows for postprocessing with additional shaders.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131346947","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: 135
Learning physics-based motion style with nonlinear inverse optimization 学习基于物理的运动风格与非线性逆优化
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073314
C. Liu, Aaron Hertzmann, Zoran Popovic
{"title":"Learning physics-based motion style with nonlinear inverse optimization","authors":"C. Liu, Aaron Hertzmann, Zoran Popovic","doi":"10.1145/1186822.1073314","DOIUrl":"https://doi.org/10.1145/1186822.1073314","url":null,"abstract":"This paper presents a novel physics-based representation of realistic character motion. The dynamical model incorporates several factors of locomotion derived from the biomechanical literature, including relative preferences for using some muscles more than others. elastic mechanisms at joints due to the mechanical properties of tendons, ligaments, and muscles, and variable stiffness at joints depending on the task. When used in a spacetime optimization framework, the parameters of this model define a wide range of styles of natural human movement.Due to the complexity of biological motion, these style parameters are too difficult to design by hand. To address this, we introduce Nonlinear Inverse Optimization, a novel algorithm for estimating optimization parameters from motion capture data. Our method can extract the physical parameters from a single short motion sequence. Once captured, this representation of style is extremely flexible: motions can be generated in the same style but performing different tasks, and styles may be edited to change the physical properties of the body.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133727693","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: 380
Shell maps 壳牌地图
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073239
Serban D. Porumbescu, B. Budge, Louis Feng, K. Joy
{"title":"Shell maps","authors":"Serban D. Porumbescu, B. Budge, Louis Feng, K. Joy","doi":"10.1145/1186822.1073239","DOIUrl":"https://doi.org/10.1145/1186822.1073239","url":null,"abstract":"A shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the construction of a tetrahedral mesh that fills the space between the base surface and its offset. By identifying a corresponding tetrahedral mesh in texture space, the shell map can be implemented through a straightforward barycentric-coordinate map between corresponding tetrahedra. The generality of shell maps allows texture space to contain geometric objects, procedural volume textures, scalar fields, or other shell-mapped objects.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133155261","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: 125
Water drops on surfaces 表面上的水滴
ACM SIGGRAPH 2005 Papers Pub Date : 2005-07-01 DOI: 10.1145/1186822.1073284
Huamin Wang, Peter J. Mucha, G. Turk
{"title":"Water drops on surfaces","authors":"Huamin Wang, Peter J. Mucha, G. Turk","doi":"10.1145/1186822.1073284","DOIUrl":"https://doi.org/10.1145/1186822.1073284","url":null,"abstract":"We present a physically-based method to enforce contact angles at the intersection of fluid free surfaces and solid objects, allowing us to simulate a variety of small-scale fluid phenomena including water drops on surfaces. The heart of this technique is a virtual surface method, which modifies the level set distance field representing the fluid surface in order to maintain an appropriate contact angle. The surface tension that is calculated on the contact line between the solid surface and liquid surface can then capture all interfacial tensions, including liquid-solid, liquid-air and solid-air tensions. We use a simple dynamic contact angle model to select contact angles according to the solid material property, water history, and the fluid front's motion. Our algorithm robustly and accurately treats various drop shape deformations, and handles both flat and curved solid surfaces. Our results show that our algorithm is capable of realistically simulating several small-scale liquid phenomena such as beading and flattened drops, stretched and separating drops, suspended drops on curved surfaces, and capillary action.","PeriodicalId":211118,"journal":{"name":"ACM SIGGRAPH 2005 Papers","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125226004","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: 151
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