SIGGRAPH Asia 2011 Courses最新文献

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Introduction to computer graphics 计算机图形学概论
SIGGRAPH Asia 2011 Courses Pub Date : 2011-12-12 DOI: 10.1145/2077434.2077444
M. Bailey, S. Cunningham
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引用次数: 0
FCam: an architecture and API for computational cameras FCam:用于计算相机的架构和API
SIGGRAPH Asia 2011 Courses Pub Date : 2011-12-12 DOI: 10.1145/2077434.2077440
K. Pulli, T. Ahonen, Alejandro J. Troccoli
{"title":"FCam: an architecture and API for computational cameras","authors":"K. Pulli, T. Ahonen, Alejandro J. Troccoli","doi":"10.1145/2077434.2077440","DOIUrl":"https://doi.org/10.1145/2077434.2077440","url":null,"abstract":"This course is designed to demonstrate the use of the FCam, an Application Programming Interface (API) which allows for easy and precise control of camera systems. It lets programmers implement advanced computational photography applications. Such applications even allow the modification of basic camera routines such as metering, which are hidden inside black boxes in most camera systems. FCam is also an excellent tool for teaching and research on interactive mobile computational photography. The API has been open-sourced, and is currently implemented for Nokia N900 and an experimental Frankencamera (the F2). The Frankencamera architecture for computational cameras was presented at SIGGRAPH 2010. By end-2011, the FCam will hopefully be available on Nokia™ Linux phones, NVIDIA™ Tegra 3 development boards, and F3, the next version of the Stanford experimental camera. The F3 will be distributed to research universities within the US along with courseware in a National Science Foundation (NSF)-sponsored project. NVIDIA Tegras and Nokia™ Linux phones are available globally.","PeriodicalId":373695,"journal":{"name":"SIGGRAPH Asia 2011 Courses","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132680718","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
Thinking in layers: modeling with layered materials 分层思考:用分层材料建模
SIGGRAPH Asia 2011 Courses Pub Date : 2011-12-12 DOI: 10.1145/2077434.2077450
A. Weidlich, A. Wilkie
{"title":"Thinking in layers: modeling with layered materials","authors":"A. Weidlich, A. Wilkie","doi":"10.1145/2077434.2077450","DOIUrl":"https://doi.org/10.1145/2077434.2077450","url":null,"abstract":"This course serves as a guide to the considerable potential of layered surface models that are available in many commercial products. The key advantage of using such layered materials over traditional shading language constructs is that the end result is highly physically plausible because it simulates real materials more precisely. However, this does not mean that these models cannot be used for artistic purposes. Using simple layered surface models, we demonstrate how a surprisingly large number of interesting and important surface types can be efficiently represented. We also show how handy such an approach is for the end-user, whose main concern is the ease with which one can describe object appearance based only on a few intuitive parameters. We first discuss layered surface models in general and the constraints of modeling object appearance in a physically plausible fashion by explaining basic material properties. We then demonstrate the techniques that are used to analyze such materials, both for high quality offline rendering as well as in a realtime setting. We then give examples of the surface types that can be described in this way and demonstrate how we create them in our company.","PeriodicalId":373695,"journal":{"name":"SIGGRAPH Asia 2011 Courses","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132029074","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
Modern OpenGL programming 现代OpenGL编程
SIGGRAPH Asia 2011 Courses Pub Date : 2011-08-07 DOI: 10.1145/2077434.2077446
Edward Angel, D. Shreiner
{"title":"Modern OpenGL programming","authors":"Edward Angel, D. Shreiner","doi":"10.1145/2077434.2077446","DOIUrl":"https://doi.org/10.1145/2077434.2077446","url":null,"abstract":"OpenGL is the most widely available library for creating interactive computer graphics applications across all major computer operating systems. Its uses span from creating applications for scientific visualizations to computer-aided design and interactive gaming and entertainment. With each new version, its capabilities reveal the most up-to-date features of modern graphics hardware. This course provides an accelerated introduction to programming OpenGL, emphasizing the most modern methods for using the library. OpenGL has undergone numerous updates in recent years which have fundamentally changed how programmers interact with the application programming interface (API), and the skills required for being an effective OpenGL programmer. The most notable of those changes was the introduction of shader-based rendering. Introduced into the API many years ago, shader-based rendering has expanded to subsume almost all functionality in OpenGL. An attendee of the course will be introduced to each of the shader stages in OpenGL, along with methods for specifying data to be used in rendering with OpenGL. While there have been numerous courses on OpenGL in the past, the recent sequence of revisions to the API -- culminating in OpenGL version 4.1 -- have provided a wealth of new functionality and features to create ever-richer content. This course builds from demonstrating the use of the most fundamental shader-based OpenGL pipeline, to introducing all of the latest shader stages.","PeriodicalId":373695,"journal":{"name":"SIGGRAPH Asia 2011 Courses","volume":"37 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123283396","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
Advances in new interfaces for musical expression 音乐表达新界面的进展
SIGGRAPH Asia 2011 Courses Pub Date : 2011-08-07 DOI: 10.1145/2077434.2077436
S. Fels, Michael J. Lyons
{"title":"Advances in new interfaces for musical expression","authors":"S. Fels, Michael J. Lyons","doi":"10.1145/2077434.2077436","DOIUrl":"https://doi.org/10.1145/2077434.2077436","url":null,"abstract":"Advances in digital audio technologies have led to a situation where computers play a role in most music production and performance. Digital technologies offer unprecedented opportunities for the creation and manipulation of sound. However, the flexibilty of these new technologies implies an often confusing array of choices for musical composers and performers. Some artists have faced this challenge by using computers directly to create music, leading to an explosion of new musical forms. However, most would agree that the computer is not a musical instrument - in the same sense as traditional instruments - and it is natural to ask 'how to play the computer' using interface technology appropriate for human brains and bodies. A decade ago we organized the first workshop on New Interfaces for Musical Expression (NIME) to attempt to answer this question by exploring connections with the established field of human-computer interaction. This course summarizes what has been learned at NIME. We begin with an overview of the theory and practice of new musical interface design, asking what makes a good musical interface and whether there are any useful design principles or guidelines available. We will also discuss topics such as the mapping from human action to musical output, and control intimacy. Practical information about the tools for creating musical interfaces will be given, including an overview of sensors and microcontrollers, audio synthesis techniques, and communication protocols such as Open Sound Control and MIDI. The remainder of the course will consist of several specific case studies representative of the major broad themes of the NIME conference, including augmented and sensor based instruments, mobile and networked music, and NIME pedagogy.","PeriodicalId":373695,"journal":{"name":"SIGGRAPH Asia 2011 Courses","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121623511","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
SIGGRAPH Asia 2011 Courses SIGGRAPH亚洲2011课程
SIGGRAPH Asia 2011 Courses Pub Date : 1900-01-01 DOI: 10.1145/2077434
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引用次数: 0
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