ACM SIGGRAPH ASIA 2010 Sketches最新文献

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MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices MobiRT:一个基于OpenGL es的CPU-GPU混合光线追踪器,用于移动设备
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1900000
Jae-Ho Nah, Yoon-Sig Kang, Kwang-Jo Lee, Shin-Jun Lee, T. Han, Sung-Bong Yang
{"title":"MobiRT: an implementation of OpenGL ES-based CPU-GPU hybrid ray tracer for mobile devices","authors":"Jae-Ho Nah, Yoon-Sig Kang, Kwang-Jo Lee, Shin-Jun Lee, T. Han, Sung-Bong Yang","doi":"10.1145/1899950.1900000","DOIUrl":"https://doi.org/10.1145/1899950.1900000","url":null,"abstract":"Three-dimensional user interfaces on mobile devices are increasingly important. For more realistic three-dimensional visualization on mobile devices, we present the implementation of an OpenGL ES-based CPU-GPU hybrid ray tracer. This ray tracer exploits the availability of CPU and GPU architectures to fully support reflection, refraction, hard shadows, and dynamic scenes. To the best of our knowledge, our ray tracer is the first to demonstrate full Whitted ray tracing of dynamic scenes using OpenGL ES.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125109893","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: 16
Measuring interest in linear single player FPS games 衡量对线性单人FPS游戏的兴趣
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899953
Kenneth Chan, Koji Mikami, K. Kondo
{"title":"Measuring interest in linear single player FPS games","authors":"Kenneth Chan, Koji Mikami, K. Kondo","doi":"10.1145/1899950.1899953","DOIUrl":"https://doi.org/10.1145/1899950.1899953","url":null,"abstract":"In this study, we measured attention levels to identify points of high player interest in linear single player FPS games. Our results suggest that further analysis of these points could lead to a better understanding of player interest and how to design interesting encounters in games.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125168430","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
Virtual heritage production as a tool in education 虚拟遗产生产作为教育工具
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899959
J. Skjermo, T. Hallgren
{"title":"Virtual heritage production as a tool in education","authors":"J. Skjermo, T. Hallgren","doi":"10.1145/1899950.1899959","DOIUrl":"https://doi.org/10.1145/1899950.1899959","url":null,"abstract":"The focus of Virtual Heritage in education usually is on its use as a tool for teaching and dissemination. However, production of Virtual Heritage applications and demonstrations typically involve people from many different fields of expertise. This makes the act of producing such material a good match for a hands-on approach for learning interdisciplinary teamwork in theory and practice. This paper presents experience and results from using production of virtual heritage applications and demonstrations as an educational tool for such learning, as done at the Norwegian University of Science and Technology.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128887770","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
Robust discovery of partial rigid symmetries on 3D models 在三维模型上发现部分刚性对称性
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899957
Kangying Cai, Weiwei Li, Weiliang Meng, Wencheng Wang, Zhibo Chen, Xin Zheng
{"title":"Robust discovery of partial rigid symmetries on 3D models","authors":"Kangying Cai, Weiwei Li, Weiliang Meng, Wencheng Wang, Zhibo Chen, Xin Zheng","doi":"10.1145/1899950.1899957","DOIUrl":"https://doi.org/10.1145/1899950.1899957","url":null,"abstract":"The ubiquity of symmetry in nature and man-made artifacts has made symmetry discovery an important tool for numerous applications. The most fundamental and visually prominent kind of symmetry is partial rigid symmetry, which is explained as the invariance between parts of a 3D model under a set of translation, rotation, reflection, and uniform scaling generators. Thus automatic discovery of partial rigid symmetry on general 3D models, with no assumption on the size, shape or location of the symmetric parts, keeps to be a hot topic during recent years. Among such kind of works, the transformation voting technique [Mitra et al. 2006] is most widely used, due to its high efficiency and easiness for understanding and implementation.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126590928","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
ProtoSphere: a GPU-assisted prototype guided sphere packing algorithm for arbitrary objects ProtoSphere:用于任意物体的gpu辅助原型引导球体填充算法
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899958
René Weller, G. Zachmann
{"title":"ProtoSphere: a GPU-assisted prototype guided sphere packing algorithm for arbitrary objects","authors":"René Weller, G. Zachmann","doi":"10.1145/1899950.1899958","DOIUrl":"https://doi.org/10.1145/1899950.1899958","url":null,"abstract":"Filling objects densely with sets of non overlapping spheres has been investigated for centuries. Once started as a pure intellectual challenge, today, sphere packings have diverse applications in a wide spectrum of scientific and engineering disciplines, for example in automated radiosurgical treatment planning, investigation of processes such as sedimentation, compaction and sintering, in powder metallurgy for three-dimensional laser cutting, in cutting different natural crystals, the discrete element method is based on them, and so forth.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128756076","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: 27
Simulating bull drool in "Knight and Day" 在《骑士与白夜》中模拟牛的口水
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899998
Tae-Yong Kim, O. Palmer, Nathan Litke
{"title":"Simulating bull drool in \"Knight and Day\"","authors":"Tae-Yong Kim, O. Palmer, Nathan Litke","doi":"10.1145/1899950.1899998","DOIUrl":"https://doi.org/10.1145/1899950.1899998","url":null,"abstract":"For the recent production of Knight and Day, we developed a particle-based solver to simulate visco-elastic fluid effects.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129138764","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
ACM SIGGRAPH ASIA 2010 Sketches ACM SIGGRAPH亚洲2010草图
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950
Marie-Paule Cani, A. Sheffer
{"title":"ACM SIGGRAPH ASIA 2010 Sketches","authors":"Marie-Paule Cani, A. Sheffer","doi":"10.1145/1899950","DOIUrl":"https://doi.org/10.1145/1899950","url":null,"abstract":"Short illustrated talks on computer graphics and interactive techniques in art, cinema, advertising, design, science, and engineering. Following their talks, sketch presenters answer questions and discuss future implications of their work.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130357244","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: 3
An empirical fur shader 一个经验的皮毛着色器
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899966
Shinji Ogaki, Yusuke Tokuyoshi, Sebastian Schoellhammer
{"title":"An empirical fur shader","authors":"Shinji Ogaki, Yusuke Tokuyoshi, Sebastian Schoellhammer","doi":"10.1145/1899950.1899966","DOIUrl":"https://doi.org/10.1145/1899950.1899966","url":null,"abstract":"Many shading models have been proposed for human hair fibers (see, for example, [Marschner et al. 2003]) and they are used successfully in film productions. Not much attention, however, has been paid to animal furs. The models developed for human hair fibers may not be suitable for animal fur since the scale patterns, medullary types, and pigments are different from those of humans, and greatly different between animals [Deedrick and Koch 2004b]. In this paper we propose an empirical shader to reproduce the detailed appearance of animal fur.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131208999","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: 8
Simulation-Aided Performance: behind the coils of Slinky Dog in "Toy Story 3" (Copyright restrictions prevent ACM from providing the full text for this article) 模拟辅助性能:在“玩具总动员3”中弹簧狗的线圈后面(版权限制阻止ACM提供本文的全文)
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899999
Aaron Lo, Jiayi Chong, D. Ryu
{"title":"Simulation-Aided Performance: behind the coils of Slinky Dog in \"Toy Story 3\" (Copyright restrictions prevent ACM from providing the full text for this article)","authors":"Aaron Lo, Jiayi Chong, D. Ryu","doi":"10.1145/1899950.1899999","DOIUrl":"https://doi.org/10.1145/1899950.1899999","url":null,"abstract":"","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128120688","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
Modeling player performance in rhythm games 模拟节奏游戏中的玩家表现
ACM SIGGRAPH ASIA 2010 Sketches Pub Date : 2010-12-15 DOI: 10.1145/1899950.1899951
Lingfeng Yang
{"title":"Modeling player performance in rhythm games","authors":"Lingfeng Yang","doi":"10.1145/1899950.1899951","DOIUrl":"https://doi.org/10.1145/1899950.1899951","url":null,"abstract":"We present a method for modeling skill level in a rhythm game by building probabilistic models of how well the player is able to match a technically perfect execution. This enables applications for facilitating skill improvement in rhythm games.","PeriodicalId":354911,"journal":{"name":"ACM SIGGRAPH ASIA 2010 Sketches","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131629512","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: 2
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