SIGGRAPH Asia 2012 Courses最新文献

筛选
英文 中文
Previsualization: assisting filmmakers in realizing their vision 预览:协助电影人实现他们的愿景
SIGGRAPH Asia 2012 Courses Pub Date : 2012-11-28 DOI: 10.1145/2407783.2407792
Hock Hian Wong
{"title":"Previsualization: assisting filmmakers in realizing their vision","authors":"Hock Hian Wong","doi":"10.1145/2407783.2407792","DOIUrl":"https://doi.org/10.1145/2407783.2407792","url":null,"abstract":"Previsualization(Previs) is widely used in many movie productions in Europe and North America, however it is not as popular in productions in Asia. This course will be an introductory presentation targeting Directors, VFX Supervisors, Producers, Studio Executives, Artists of all levels and specialties, elaborating the advantages of using Previs for their productions. The main purpose of Previs is to visualise complex movie sequences before actual production begins. There are many benefits for doing Previs, besides cost saving and aid in the planning process, it helps the producers and directors communicate not only to their crew, but also to studios what they are putting their money into. Previs has also evolved to serve other purposes, such as pitching projects to studios; planning complex scenes through technical previs, etc. The role of the Previz Artists is to work with the Directors in realizing their creative visions, at the same time, it offers an excellent opportunities to collaborate with some of the best creative minds in the industry. Most Previs Artists need to have strong understanding of cinematic languages and craftsmanship as well as solid visual story-telling skills, however the barrier for entry is relatively low as it is not as technical.","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121859941","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: 4
Method of induction of basic and complex emotions in video games and virtual environments 电子游戏和虚拟环境中基本和复杂情绪的归纳方法
SIGGRAPH Asia 2012 Courses Pub Date : 2012-11-28 DOI: 10.1145/2407783.2407789
Erik Geslin
{"title":"Method of induction of basic and complex emotions in video games and virtual environments","authors":"Erik Geslin","doi":"10.1145/2407783.2407789","DOIUrl":"https://doi.org/10.1145/2407783.2407789","url":null,"abstract":"Our course provides a study of philosophy, psychology and physiology of the emotions. Since ancient times emotions have been treated philosophically by Plato, Confucius, Descartes and Spinoza, then, in the 19th century Darwin and James study the most scientifically studied and it is in the light of modern science and technology invasive brain that our knowledge emotions fundamentally changing today thanks to researchers like A. Damasio and J. LeDoux. Armed with this basic knowledge, we will study the methods used by artists to induce emotions in the history of ancient and contemporary arts. Based on scientific studies, we will highlight the methods to be implemented to induce basic emotions such as fear or joy but also complex as empathy and compassion. We will develop a specific method of emotion induction to the problems of competing game play and video game script. After explaining the concepts of presence in virtual environments, and their sensory and psychological mechanisms we study how emotions play a role in the implementation of presence.","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"221 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121464338","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: 9
Basics of physically-based rendering 基于物理渲染的基础知识
SIGGRAPH Asia 2012 Courses Pub Date : 2012-11-28 DOI: 10.1145/2407783.2407785
P. Shirley
{"title":"Basics of physically-based rendering","authors":"P. Shirley","doi":"10.1145/2407783.2407785","DOIUrl":"https://doi.org/10.1145/2407783.2407785","url":null,"abstract":"This tutorial will cover the basics of physically-based rendering such as reflection models (BRDF), volume scattering (phase functions), optical phenomena (dispersion and polarization). It will also cover image formation via basic camera models. A brief summary of popular algorithms will be covered including radiosity, path tracing, photon tracing, and Metropolis Light Transport. The course will end with a more detailed description of adjoint photon tracing so that attendees can later implement their own physically-based renderer.","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133512828","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: 10
OpenGL: the DirectX perspective OpenGL: DirectX透视
SIGGRAPH Asia 2012 Courses Pub Date : 2012-11-28 DOI: 10.1145/2407783.2407790
K. Hillesland
{"title":"OpenGL: the DirectX perspective","authors":"K. Hillesland","doi":"10.1145/2407783.2407790","DOIUrl":"https://doi.org/10.1145/2407783.2407790","url":null,"abstract":"OpenGL 4.2 and DirectX 11.1 are roughly at parity in terms of feature level support. However, game developers and many researchers are far more familiar with what's available in DirectX, and still think of OpenGL in terms of version 1 or 2, or OpenGL ES. However, they have the background, often including DirectX 11, to quickly learn what OpenGL has to offer in terms of a new API perspective. This course is designed to exploit this knowledge to quickly move into topics such as new hardware features exposed by OpenGL, and how OpenGL can be used in a high-performance renderer. We will show how difficiencies in older versions of OpenGL have been addressed, such as lack of shader binary support and efficient buffer management, and address topics high performance topics such as multithreading. We will look in some detail at the differences in OpenGL and DirectX that expose opportunities not available in DirectX.","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134319021","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
Projective geometry and duality for graphics, games and visualization 投影几何和对偶图形,游戏和可视化
SIGGRAPH Asia 2012 Courses Pub Date : 2012-11-28 DOI: 10.1145/2407783.2407793
V. Skala
{"title":"Projective geometry and duality for graphics, games and visualization","authors":"V. Skala","doi":"10.1145/2407783.2407793","DOIUrl":"https://doi.org/10.1145/2407783.2407793","url":null,"abstract":"The tutorial gives a practical overview of projective geometry and its applications in geometry, GPU computations and games. It will show how typical geometrical and computational problems can be solved easily if reformulated using the projective geometry. Presented algorithms are easy to understand, implement and they are robust. Homogeneous coordinates and projective geometry are mostly connected with geometric transformations only. However the projective extension of the Euclidean system allows reformulation of geometrical problems which can be easily solved. In many cases quite complicated formulae are becoming simple from the geometrical and computational point of view. In addition they lead to simple parallelization and to matrix-vector operations which are convenient for matrix-vector hardware architecture like GPU. In this short tutorial we will introduce \"practical theory\" of the projective space and homogeneous coordinates. We will show that a solution of linear system of equations is equivalent to generalized cross product and how this influences basic geometrical algorithms. The projective formulation is also convenient for computation of barycentric coordinates, as it is actually one cross-product implemented as one clock instruction on GPU. Additional speed up can be expected, too. Moreover use of projective representation enables to postpone division operations in many geometrical problems, which increases robustness and stability of algorithms. There is no need to convert coordinates of points from the homogeneous coordinates to the Euclidean one as the projective formulation supports homogeneous coordinates natively. The presented approach can be applied in computational problems, games and visualization applications as well. The tutorial is targeted to algorithm developers in geometry and graphics, visualization and games. The course is also intended for educators and attendees interested in computational issues in general.","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130505382","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: 22
SIGGRAPH Asia 2012 Courses SIGGRAPH亚洲2012课程
SIGGRAPH Asia 2012 Courses Pub Date : 1900-01-01 DOI: 10.1145/2407783
{"title":"SIGGRAPH Asia 2012 Courses","authors":"","doi":"10.1145/2407783","DOIUrl":"https://doi.org/10.1145/2407783","url":null,"abstract":"","PeriodicalId":262594,"journal":{"name":"SIGGRAPH Asia 2012 Courses","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128209106","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信