Proceedings of the 27th annual conference on Computer graphics and interactive techniques最新文献

筛选
英文 中文
A microfacet-based BRDF generator 基于微面的BRDF发生器
M. Ashikhmin, Simon Premoze, P. Shirley
{"title":"A microfacet-based BRDF generator","authors":"M. Ashikhmin, Simon Premoze, P. Shirley","doi":"10.1145/344779.344814","DOIUrl":"https://doi.org/10.1145/344779.344814","url":null,"abstract":"A method is presented that takes as an input a 2D microfacet orientation distribution and produces a 4D bidirectional reflectance distribution function (BRDF). This method differs from previous microfacet-based BRDF models in that it uses a simple shadowing term which allows it to handle very general microfacet distributions while maintaining reciprocity and energy conservation. The generator is shown on a variety of material types.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116004841","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: 347
Lapped textures 研磨材质
Emil Praun, Adam Finkelstein, Hugues Hoppe
{"title":"Lapped textures","authors":"Emil Praun, Adam Finkelstein, Hugues Hoppe","doi":"10.1145/344779.344987","DOIUrl":"https://doi.org/10.1145/344779.344987","url":null,"abstract":"We present for creating texture over an surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D example, and to repeatedly paste them onto the surface until it is completely covered. We call such a collection of overlapping patches a lapped texture. It is rendered using compositing operations, either into a traditional global texture map during a preprocess, or directly with the surface at runtime. The runtime compositing approach avoids resampling artifacts and drastically reduces texture memory requirements. Through a simple interface, the user specifies a tangential vector field over the surface, providing local control over the texture scale, and for anisotropic textures, the orientation. To paste a texture patch onto the surface, a surface patch is grown and parametrized over texture space. Specifically, we optimize the parametrization of each surface patch such that the tangential vector field aligns everywhere with the standard frame of the texture patch. We show that this optimization is solved efficiently as a sparse linear system.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132368074","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: 404
Piecewise smooth subdivision surfaces with normal control 具有法向控制的分段光滑细分曲面
H. Biermann, A. Levin, D. Zorin
{"title":"Piecewise smooth subdivision surfaces with normal control","authors":"H. Biermann, A. Levin, D. Zorin","doi":"10.1145/344779.344841","DOIUrl":"https://doi.org/10.1145/344779.344841","url":null,"abstract":"In this paper we introduce improved rules for Catmull-Clark and Loop subdivision that overcome several problems with the original schemes, namely, lack of smoothness at extraordinary boundary vertices and folds near concave corners. In addition, our approach to rule modification allows the generation of surfaces with prescribed normals, both on the boundary and in the interior, which considerably improves control of the shape of surfaces.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133162064","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: 272
Interactive multi-pass programmable shading 交互式多通道可编程着色
M. S. Peercy, M. Olano, J. Airey, P. Jeffrey, Ungar Sgi
{"title":"Interactive multi-pass programmable shading","authors":"M. S. Peercy, M. Olano, J. Airey, P. Jeffrey, Ungar Sgi","doi":"10.1145/344779.344976","DOIUrl":"https://doi.org/10.1145/344779.344976","url":null,"abstract":"Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline. We present two demonstrations of the method. The first is a constrained shading language that runs on graphics hardware supporting OpenGL 1.2 with a subset of the ARB imaging extensions. We remove the shading language constraints by minimally extending OpenGL. The key extensions are color range (supporting extended range and precision data types) and pixel texture (using framebuffer values as indices into texture maps). Our second demonstration is a renderer supporting the RenderMan Interface and RenderMan Shading Language on a software implementation of this extended OpenGL. For both languages, our compiler technology can take advantage of extensions and performance characteristics unique to any particular graphics hardware.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123516547","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: 175
Illustrating smooth surfaces 说明光滑表面
Aaron Hertzmann, D. Zorin
{"title":"Illustrating smooth surfaces","authors":"Aaron Hertzmann, D. Zorin","doi":"10.1145/344779.345074","DOIUrl":"https://doi.org/10.1145/344779.345074","url":null,"abstract":"We present a new set of algorithms for line-art rendering of smooth surfaces. We introduce an efficient, deterministic algorithm for finding silhouettes based on geometric duality, and an algorithm for segmenting the silhouette curves into smooth parts with constant visibility. These methods can be used to find all silhouettes in real time in software. We present an automatic method for generating hatch marks in order to convey surface shape. We demonstrate these algorithms with a drawing style inspired by A Topological Picturebook by G. Francis.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122918434","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: 670
Acquiring the reflectance field of a human face 获取人脸的反射场
P. Debevec, Tim Hawkins, C. Tchou, H. Duiker, Westley Sarokin, Mark Sagar
{"title":"Acquiring the reflectance field of a human face","authors":"P. Debevec, Tim Hawkins, C. Tchou, H. Duiker, Westley Sarokin, Mark Sagar","doi":"10.1145/344779.344855","DOIUrl":"https://doi.org/10.1145/344779.344855","url":null,"abstract":"We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acquire images of the face from a small set of viewpoints under a dense sampling of incident illumination directions using a light stage. We then construct a reflectance function image for each observed image pixel from its values over the space of illumination directions. From the reflectance functions, we can directly generate images of the face from the original viewpoints in any form of sampled or computed illumination. To change the viewpoint, we use a model of skin reflectance to estimate the appearance of the reflectance functions for novel viewpoints. We demonstrate the technique with synthetic renderings of a person's face under novel illumination and viewpoints.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123413908","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: 1074
Efficient image-based methods for rendering soft shadows 高效的基于图像的柔影渲染方法
Maneesh Agrawala, R. Ramamoorthi, A. Heirich, L. Moll
{"title":"Efficient image-based methods for rendering soft shadows","authors":"Maneesh Agrawala, R. Ramamoorthi, A. Heirich, L. Moll","doi":"10.1145/344779.344954","DOIUrl":"https://doi.org/10.1145/344779.344954","url":null,"abstract":"We present two efficient imaged-based approaches for computation and display of high-quality soft shadows from area light sources. Our methods are related to shadow maps and provide the associated benefits. The computation time and memory requirements for adding soft shadows to an image depend on image size and the number of lights, not geometric scene complexity. We also show that because area light sources are localized in space, soft shadow computations are particularly well suited to imaged-based rendering techniques. Our first approach—layered attenuation maps—achieves interactive rendering rates, but limits sampling flexibility, while our second method—coherence-based raytracing of depth images—is not interactive, but removes the limitations on sampling and yields high quality images at a fraction of the cost of conventional raytracers. Combining the two algorithms allows for rapid previewing followed by efficient high-quality rendering.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122238695","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: 147
The WarpEngine: an architecture for the post-polygonal age WarpEngine:后多边形时代的架构
V. Popescu, J. Eyles, A. Lastra, J. Steinhurst, N. England, L. Nyland
{"title":"The WarpEngine: an architecture for the post-polygonal age","authors":"V. Popescu, J. Eyles, A. Lastra, J. Steinhurst, N. England, L. Nyland","doi":"10.1145/344779.344979","DOIUrl":"https://doi.org/10.1145/344779.344979","url":null,"abstract":"We present the WarpEngine, an architecture designed for real-time imaged-based rendering of natural scenes from arbitrary viewpoints. The modeling primitives are real-world images with per-pixel depth. Currently they are acquired and stored off-line; in the near future real-time depth-image acquisition will be possible, the WarpEngine is designed to render in immediate mode from such data sources. The depth-image resolution is locally adapted by interpolation to match the resolution of the output image. 3D warping can occur either before or after the interpolation; the resulting warped/interpolated samples are forward-mapped into a warp buffer, with the precise locations recorded using an offset. Warping processors are integrated on-chip with the warp buffer, allowing efficient, scalable implementation of very high performance systems. Each chip will be able to process 100 million samples per second and provide 4.8GigaBytes per second of bandwidth to the warp buffer. The WarpEngine is significantly less complex than our previous efforts, incorporating only a single ASIC design. Small configurations can be packaged as a PC add-in card, while larger deskside configurations will provide HDTV resolutions at 50 Hz, enabling radical new applications such as 3D television. WarpEngine will be highly programmable, facilitating use as a test-bed for experimental IBR algorithms.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134579382","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: 73
Accessible animation and customizable graphics via simplicial configuration modeling 可访问的动画和可定制的图形通过简单的配置建模
T. Ngo, Doug Cutrell, Jenny Dana, B. Donald, L. Loeb, S. Zhu
{"title":"Accessible animation and customizable graphics via simplicial configuration modeling","authors":"T. Ngo, Doug Cutrell, Jenny Dana, B. Donald, L. Loeb, S. Zhu","doi":"10.1145/344779.344964","DOIUrl":"https://doi.org/10.1145/344779.344964","url":null,"abstract":"O ur goal is to em bed free-form constraints into a graphical m odel. W ith such constraints a graphic can m aintain its visual integrity— and break rules tastefully— while being m anipulated by a casualuser. A typicalparam eterized graphic does notm eet these needs because its configuration space contains nonsense im ages in m uch higher proportion than desirable im ages, and the casual user is apt to ruin the graphic on any attem pt to m odify oranim ate it. W e therefore m odel the sm all subset of a given graphic's configuration space that m aps to desirable im ages. In our solution, the basic building block is a sim plicial complex— the m ost practical data structure able to accom m odate the variety of topologies that can arise. The configuration-space m odel can be built from a cross productofsuch com plexes. W e describe how to define the m apping from this space to the im age space. W e show how to invert that m apping, allow ing the user to m anipulate the im age without understanding the structure of the configuration-space m odel. W e also show how to extend the m apping when the originalparam eterization contains hierarchy, coordinate transform ations,and other non linearities. O ur software im plem entation applies sim plicial configuration m odeling to 2D vector graphics.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129808672","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: 50
Progressive geometry compression 渐进几何压缩
A. Khodakovsky, P. Schröder, W. Sweldens
{"title":"Progressive geometry compression","authors":"A. Khodakovsky, P. Schröder, W. Sweldens","doi":"10.1145/344779.344922","DOIUrl":"https://doi.org/10.1145/344779.344922","url":null,"abstract":"We propose a new progressive compression scheme for arbitrary topology, highly detailed and densely sampled meshes arising from geometry scanning. We observe that meshes consist of three distinct components: geometry, parameter, and connectivity information. The latter two do not contribute to the reduction of error in a compression setting. Using semi-regular meshes, parameter and connectivity information can be virtually eliminated. Coupled with semi-regular wavelet transforms, zerotree coding, and subdivision based reconstruction we see improvements in error by a factor four (12dB) compared to other progressive coding schemes.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"241 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113980785","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: 675
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:604180095
Book学术官方微信