ACM SIGGRAPH 2003 Papers最新文献

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Shadow silhouette maps 阴影剪影地图
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882301
P. Sen, Mike Cammarano, P. Hanrahan
{"title":"Shadow silhouette maps","authors":"P. Sen, Mike Cammarano, P. Hanrahan","doi":"10.1145/1201775.882301","DOIUrl":"https://doi.org/10.1145/1201775.882301","url":null,"abstract":"The most popular techniques for interactive rendering of hard shadows are shadow maps and shadow volumes. Shadow maps work well in regions that are completely in light or in shadow but result in objectionable artifacts near shadow boundaries. In contrast, shadow volumes generate precise shadow boundaries but require high fill rates. In this paper, we propose the method of silhouette maps, in which a shadow depth map is augmented by storing the location of points on the geometric silhouette. This allows the shader to construct a piecewise linear approximation to the true shadow silhouette, improving the visual quality over the piecewise constant approximation of conventional shadow maps. We demonstrate an implementation of our approach running on programmable graphics hardware in real-time.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121267894","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
Efficient synthesis of physically valid human motion 有效的合成物理有效的人体运动
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882286
A. Fang, N. Pollard
{"title":"Efficient synthesis of physically valid human motion","authors":"A. Fang, N. Pollard","doi":"10.1145/1201775.882286","DOIUrl":"https://doi.org/10.1145/1201775.882286","url":null,"abstract":"Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D2) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121544901","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: 273
Perceptual metrics for character animation: sensitivity to errors in ballistic motion 角色动画的感知度量:对弹道运动误差的敏感性
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882304
Paul S. A. Reitsma, N. Pollard
{"title":"Perceptual metrics for character animation: sensitivity to errors in ballistic motion","authors":"Paul S. A. Reitsma, N. Pollard","doi":"10.1145/1201775.882304","DOIUrl":"https://doi.org/10.1145/1201775.882304","url":null,"abstract":"Motion capture data and techniques for blending, editing, and sequencing that data can produce rich, realistic character animation; however, the output of these motion processing techniques sometimes appears unnatural. For example, the motion may violate physical laws or reflect unreasonable forces from the character or the environment. While problems such as these can be fixed, doing so is not yet feasible in real time environments. We are interested in developing ways to estimate perceived error in animated human motion so that the output quality of motion processing techniques can be better controlled to meet user goals.This paper presents results of a study of user sensitivity to errors in animated human motion. Errors were systematically added to human jumping motion, and the ability of subjects to detect these errors was measured. We found that users were able to detect motion with errors, and noted some interesting trends: errors in horizontal velocity were easier to detect than errors in vertical velocity, and added accelerations were easier to detect than added decelerations. On the basis of our results, we propose a perceptually based metric for measuring errors in ballistic human motion.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134452813","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: 142
Simplifying complex environments using incremental textured depth meshes 使用增量纹理深度网格简化复杂环境
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882325
Andrew T. Wilson, Dinesh Manocha
{"title":"Simplifying complex environments using incremental textured depth meshes","authors":"Andrew T. Wilson, Dinesh Manocha","doi":"10.1145/1201775.882325","DOIUrl":"https://doi.org/10.1145/1201775.882325","url":null,"abstract":"We present an incremental algorithm to compute image-based simplifications of a large environment. We use an optimization-based approach to generate samples based on scene visibility, and from each viewpoint create textured depth meshes (TDMs) using sampled range panoramas of the environment. The optimization function minimizes artifacts such as skins and cracks in the reconstruction. We also present an encoding scheme for multiple TDMs that exploits spatial coherence among different viewpoints. The resulting simplifications, incremental textured depth meshes (ITDMs), reduce preprocessing, storage, rendering costs and visible artifacts. Our algorithm has been applied to large, complex synthetic environments comprising millions of primitives. It is able to render them at 20 -- 40 frames a second on a PC with little loss in visual fidelity.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"223 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122127433","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: 49
Clustered principal components for precomputed radiance transfer 聚类主成分为预先计算的辐射转移
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882281
Peter-Pike J. Sloan, J. Hall, J. Hart, John M. Snyder
{"title":"Clustered principal components for precomputed radiance transfer","authors":"Peter-Pike J. Sloan, J. Hall, J. Hart, John M. Snyder","doi":"10.1145/1201775.882281","DOIUrl":"https://doi.org/10.1145/1201775.882281","url":null,"abstract":"We compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light. PRT records over many surface points a transfer matrix. At run-time, this matrix transforms a vector of spherical harmonic coefficients representing distant, low-frequency source lighting into exiting radiance. Per-point transfer matrices form a high-dimensional surface signal that we compress using clustered principal component analysis (CPCA), which partitions many samples into fewer clusters each approximating the signal as an affine subspace. CPCA thus reduces the high-dimensional transfer signal to a low-dimensional set of per-point weights on a per-cluster set of representative matrices. Rather than computing a weighted sum of representatives and applying this result to the lighting, we apply the representatives to the lighting per-cluster (on the CPU) and weight these results per-point (on the GPU). Since the output of the matrix is lower-dimensional than the matrix itself, this reduces computation. We also increase the accuracy of encoded radiance functions with a new least-squares optimal projection of spherical harmonics onto the hemisphere. We describe an implementation on graphics hardware that performs real-time rendering of glossy objects with dynamic self-shadowing and interreflection without fixing the view or light as in previous work. Our approach also allows significantly increased lighting frequency when rendering diffuse objects and includes subsurface scattering.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"190 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122838524","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: 314
Continuous capture of skin deformation 连续捕捉皮肤变形
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882310
Peter Sand, L. McMillan, J. Popović
{"title":"Continuous capture of skin deformation","authors":"Peter Sand, L. McMillan, J. Popović","doi":"10.1145/1201775.882310","DOIUrl":"https://doi.org/10.1145/1201775.882310","url":null,"abstract":"We describe a method for the acquisition of deformable human geometry from silhouettes. Our technique uses a commercial tracking system to determine the motion of the skeleton, then estimates geometry for each bone using constraints provided by the silhouettes from one or more cameras. These silhouettes do not give a complete characterization of the geometry for a particular point in time, but when the subject moves, many observations of the same local geometries allow the construction of a complete model. Our reconstruction algorithm provides a simple mechanism for solving the problems of view aggregation, occlusion handling, hole filling, noise removal, and deformation modeling. The resulting model is parameterized to synthesize geometry for new poses of the skeleton. We demonstrate this capability by rendering the geometry for motion sequences that were not included in the original datasets.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117095187","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: 145
Adaptive grid-based document layout 自适应基于网格的文档布局
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882353
Charles E. Jacobs, Wilmot Li, E. Schrier, David Bargeron, D. Salesin
{"title":"Adaptive grid-based document layout","authors":"Charles E. Jacobs, Wilmot Li, E. Schrier, David Bargeron, D. Salesin","doi":"10.1145/1201775.882353","DOIUrl":"https://doi.org/10.1145/1201775.882353","url":null,"abstract":"Grid-based page designs are ubiquitous in commercially printed publications, such as newspapers and magazines. Yet, to date, no one has invented a good way to easily and automatically adapt such designs to arbitrarily-sized electronic displays. The difficulty of generalizing grid-based designs explains the generally inferior nature of on-screen layouts when compared to their printed counterparts, and is arguably one of the greatest remaining impediments to creating on-line reading experiences that rival those of ink on paper. In this work, we present a new approach to adaptive grid-based document layout, which attempts to bridge this gap. In our approach, an adaptive layout style is encoded as a set of grid-based templates that know how to adapt to a range of page sizes and other viewing conditions. These templates include various types of layout elements (such as text, figures, etc.) and define, through constraint-based relationships, just how these elements are to be laid out together as a function of both the properties of the content itself, such as a figure's size and aspect ratio, and the properties of the viewing conditions under which the content is being displayed. We describe an XML-based representation for our templates and content, which maintains a clean separation between the two. We also describe the various parts of our research prototype system: a layout engine for formatting the page; a paginator for determining a globally optimal allocation of content amongst the pages, as well as an optimal pairing of templates with content; and a graphical user interface for interactively creating adaptive templates. We also provide numerous examples demonstrating the capabilities of this prototype, including this paper, itself, which has been laid out with our system.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"80 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120863153","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: 137
A data-driven reflectance model 数据驱动的反射率模型
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882343
W. Matusik
{"title":"A data-driven reflectance model","authors":"W. Matusik","doi":"10.1145/1201775.882343","DOIUrl":"https://doi.org/10.1145/1201775.882343","url":null,"abstract":"We present a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data. Instead of using analytical reflectance models, we represent each BRDF as a dense set of measurements. This allows us to interpolate and extrapolate in the space of acquired BRDFs to create new BRDFs. We treat each acquired BRDF as a single high-dimensional vector taken from a space of all possible BRDFs. We apply both linear (subspace) and non-linear (manifold) dimensionality reduction tools in an effort to discover a lower-dimensional representation that characterizes our measurements. We let users define perceptually meaningful parametrization directions to navigate in the reduced-dimension BRDF space. On the low-dimensional manifold, movement along these directions produces novel but valid BRDFs.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127010782","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: 908
Graphcut textures: image and video synthesis using graph cuts 图形切割纹理:使用图形切割合成图像和视频
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882264
Vivek Kwatra, Arno Schödl, Irfan Essa, Greg Turk, A. Bobick
{"title":"Graphcut textures: image and video synthesis using graph cuts","authors":"Vivek Kwatra, Arno Schödl, Irfan Essa, Greg Turk, A. Bobick","doi":"10.1145/1201775.882264","DOIUrl":"https://doi.org/10.1145/1201775.882264","url":null,"abstract":"In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other techniques, the size of the patch is not chosen a-priori, but instead a graph cut technique is used to determine the optimal patch region for any given offset between the input and output texture. Unlike dynamic programming, our graph cut technique for seam optimization is applicable in any dimension. We specifically explore it in 2D and 3D to perform video texture synthesis in addition to regular image synthesis. We present approximative offset search techniques that work well in conjunction with the presented patch size optimization. We show results for synthesizing regular, random, and natural images and videos. We also demonstrate how this method can be used to interactively merge different images to generate new scenes.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126332990","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: 1624
Reanimating the dead: reconstruction of expressive faces from skull data 复活死者:从颅骨数据重建表情脸
ACM SIGGRAPH 2003 Papers Pub Date : 2003-07-01 DOI: 10.1145/1201775.882307
Kolja Kähler, Jörg Haber, H. Seidel
{"title":"Reanimating the dead: reconstruction of expressive faces from skull data","authors":"Kolja Kähler, Jörg Haber, H. Seidel","doi":"10.1145/1201775.882307","DOIUrl":"https://doi.org/10.1145/1201775.882307","url":null,"abstract":"Facial reconstruction for postmortem identification of humans from their skeletal remains is a challenging and fascinating part of forensic art. The former look of a face can be approximated by predicting and modeling the layers of tissue on the skull. This work is as of today carried out solely by physical sculpting with clay, where experienced artists invest up to hundreds of hours to craft a reconstructed face model. Remarkably, one of the most popular tissue reconstruction methods bears many resemblances with surface fitting techniques used in computer graphics, thus suggesting the possibility of a transfer of the manual approach to the computer. In this paper, we present a facial reconstruction approach that fits an anatomy-based virtual head model, incorporating skin and muscles, to a scanned skull using statistical data on skull / tissue relationships. The approach has many advantages over the traditional process: a reconstruction can be completed in about an hour from acquired skull data; also, variations such as a slender or a more obese build of the modeled individual are easily created. Last not least, by matching not only skin geometry but also virtual muscle layers, an animatable head model is generated that can be used to form facial expressions beyond the neutral face typically used in physical reconstructions.","PeriodicalId":314969,"journal":{"name":"ACM SIGGRAPH 2003 Papers","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122356277","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: 131
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