Journal of Graphics, GPU, and Game Tools最新文献

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Real-Time Animation Using a Mix of Physical Simulation and Kinematics 使用物理模拟和运动学混合的实时动画
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129288
H. V. Welbergen, J. Zwiers, Z. Ruttkay
{"title":"Real-Time Animation Using a Mix of Physical Simulation and Kinematics","authors":"H. V. Welbergen, J. Zwiers, Z. Ruttkay","doi":"10.1080/2151237X.2009.10129288","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129288","url":null,"abstract":"Expressive animation (such as gesturing or conducting) is typically generated using procedural animation techniques. These techniques offer precision in both timing and limb placement, but they lack physical realism. On the other hand, physical simulation offers physical realism, but does not provide the precision offered by procedural motion. We introduce a new animation technique that combines the advantages of procedural animation and physical simulation. The technique is based on simultaneously using kinematics and physics, applied to different regions of the human body, combined with a torque feedback method that couples the two. It is efficient and easy to implement as a plugin for a wide range of physical simulation engines. Source code is available online.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123881896","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: 14
Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening 实现尽可能刚性的形状操纵和表面平坦化
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129273
T. Igarashi, Y. Igarashi
{"title":"Implementing As-Rigid-As-Possible Shape Manipulation and Surface Flattening","authors":"T. Igarashi, Y. Igarashi","doi":"10.1080/2151237X.2009.10129273","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129273","url":null,"abstract":"This article provides a description of an \"as-rigid-as-possible shape manipulation\" implementation that is clearer and easier to understand than the original. While the original paper used triangle-based representation, we use edgebased representation to simplify the coding. We also extend the original algorithm to allow the user to place handles on arbitrary positions of the mesh. In addition, we show that the same algorithm can be used for surface flattening with quality and performance comparable to popular flattening methods.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121820206","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: 42
Coherent Path Tracing 相干路径跟踪
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129279
I. Sadeghi, Bin Chen, H. Jensen
{"title":"Coherent Path Tracing","authors":"I. Sadeghi, Bin Chen, H. Jensen","doi":"10.1080/2151237X.2009.10129279","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129279","url":null,"abstract":"Packet tracing is a popular and efficient method for accelerating ray tracing. However, packet traversal techniques become inefficient when they are applied to path tracing since the secondary rays are incoherent. In this paper, we present a simple technique for improving the coherency of secondary rays. This technique uses the same sequence of random numbers for generating secondary rays for all the pixels in each sample. This improves the efficiency of the packet tracing algorithm but creates structured noise patterns in the image. We propose an interleaved sampling scheme that reduces the correlation in the noise and makes it virtually imperceptible in the final image. Coherent path tracing is unbiased, simple to implement, and outperforms standard path tracing with packet tracing, while producing images with similar RMS error values.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122359266","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
Real-Time Hierarchical Binary-Scene Voxelization 实时分层二元场景体素化
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129283
Vincent Forest, L. Barthe, M. Paulin
{"title":"Real-Time Hierarchical Binary-Scene Voxelization","authors":"Vincent Forest, L. Barthe, M. Paulin","doi":"10.1080/2151237X.2009.10129283","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129283","url":null,"abstract":"Volumetric representations provide the localization of shapes in space. When such representation is created on the fly from the geometry, it becomes very useful for a wide range of applications (constructive solid geometry (CSG), shape repair, collision detection, etc. Using the advanced functionalities provided by recent GPUs (geometry shaders, 32-bit integer texture format and bitwise operators), we show how to compute a robust scene voxelization and octree construction in a few milliseconds from any hardware-supported rasterizable geometry. Our hierarchical volumetric representation is thus especially well-suited for hierarchical computation of fully dynamic scenes.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126698549","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: 28
A Hierarchical Hashing Scheme for Nearest Neighbor Search and Broad-Phase Collision Detection 一种用于最近邻搜索和宽相位碰撞检测的分层哈希算法
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129281
Mickael Pouchol, Alexandre Ahmad, B. Crespin, O. Terraz
{"title":"A Hierarchical Hashing Scheme for Nearest Neighbor Search and Broad-Phase Collision Detection","authors":"Mickael Pouchol, Alexandre Ahmad, B. Crespin, O. Terraz","doi":"10.1080/2151237X.2009.10129281","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129281","url":null,"abstract":"Increasing computational power allows computer graphics researchers to model spectacular phenomena such as fluids and their interactions with deformable objects and structures. Particle-based (or Lagrangian) fluid and solid simulations are commonly managed separately and mixed together for the collision detection phase. We present a unified dynamic acceleration model to be used for particle neighborhood queries and broad-phase collision detection, based on a hierarchical hash table data structure. Our method is able to significantly reduce computations in large, empty areas, and thus gives better results than existing acceleration techniques, such as multilevel hashing schemes or KD-trees, in most situations.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127664162","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
A Free-Viewpoint Video Renderer 一个自由视点视频渲染器
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129284
J. Starck, J. Kilner, A. Hilton
{"title":"A Free-Viewpoint Video Renderer","authors":"J. Starck, J. Kilner, A. Hilton","doi":"10.1080/2151237X.2009.10129284","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129284","url":null,"abstract":"Free-viewpoint video allows interactive control of the camera viewpoint in video playback using a three-dimensional (3D) scene representation. This paper describes the challenges and the state-of-the-art techniques adopted in developing a free-viewpoint renderer for 3D video production of people. The system requires video streams from a set of fixed or dynamic real-world video cameras and synthesizes arbitrary viewpoints on the GPU using a dynamic 3D scene model. We have released the renderer as an open source application for the research community (see the web information at the end of this paper). The renderer provides (i) the facility to simulate camera viewpoints from publicly available multiple-view video datasets and (ii) a baseline technique for free-viewpoint video synthesis in the development of interactive 3D video and 3DTV applications.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"24 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120877539","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: 21
GPU-Based Neighbor-Search Algorithm for Particle Simulations 基于gpu的粒子模拟邻居搜索算法
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129272
S. Bayraktar, U. Güdükbay, B. Özgüç
{"title":"GPU-Based Neighbor-Search Algorithm for Particle Simulations","authors":"S. Bayraktar, U. Güdükbay, B. Özgüç","doi":"10.1080/2151237X.2009.10129272","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129272","url":null,"abstract":"This paper presents a neighbor-search technique to be used in a GPU-based particle simulation framework. Neighbor searching is usually the most computationally expensive step in particle simulations. The usual approach is to subdivide the simulation space to speed up neighbor search. Here, we present a grid-based neighbor-search technique designed to work on programmable graphics hardware.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114752466","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: 23
Continuous Distance-Dependent Level of Detail for Rendering Heightmaps 渲染高度图的连续距离依赖细节级别
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129287
Filip Strugar
{"title":"Continuous Distance-Dependent Level of Detail for Rendering Heightmaps","authors":"Filip Strugar","doi":"10.1080/2151237X.2009.10129287","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129287","url":null,"abstract":"This paper presents a technique for GPU-based rendering of heightmap terrains, which is a refinement of several existing methods with some new ideas. It is similar to the terrain clipmap approaches [Tanner et al. 98, Losasso 04], as it draws the terrain directly from the source heightmap data. However, instead of using a set of regular nested grids, it is structured around a quadtree of regular grids, more similar to [Ulrich 02], which provides it with better level-of-detail distribution. The algorithm's main improvement over previous techniques is that the LOD function is the same across the whole rendered mesh and is based on the precise three-dimensional distance between the observer and the terrain. To accomplish this, a novel technique for handling transition between LOD levels is used, which gives smooth and accurate results. For these reasons the system is more predictable and reliable, with better screen-triangle distribution, cleaner transitions between levels, and no need for stitching meshes. This also simplifies integration with other LOD systems that are common in games and simulation applications. With regard to the performance, it remains favorable compared to similar GPU-based approaches and works on all graphics hardware supporting Shader Model 3.0 and above. The example (demo and complete source code) is available online.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129516353","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: 53
Fast and Stable Conformal Mapping Between a Disc and a Square 圆盘与正方形之间快速稳定的保角映射
Journal of Graphics, GPU, and Game Tools Pub Date : 2009-01-01 DOI: 10.1080/2151237X.2009.10129277
Michael M. Stark
{"title":"Fast and Stable Conformal Mapping Between a Disc and a Square","authors":"Michael M. Stark","doi":"10.1080/2151237X.2009.10129277","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129277","url":null,"abstract":"Mapping between a square or rectangle to a disc or hemisphere, and vice versa, arises in many areas of computer graphics, including environment and reflection mapping, sampling, and BRDFs to name a few. Different maps have different properties: equal-area maps may be more applicable in sampling, while low-distortion or continuity might be preferable in other applications. Conformal mapping preserves angles and thereby locally preserves shape. Although it has been used for over a century, conformal mapping between a disc and a square involves extensive computation with complex numbers. This paper reviews the construction of a conformal map between the unit disc and the unit square, which is formulated as an elliptic integral, and reviews several computational methods. Efficient algorithms are presented for mapping the disc to the square, and from the square to the disc. An implementation is provided in compact C language source code that runs at speeds comparable to simple trigonometric maps.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132363376","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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