SIGGRAPH Asia 2014 Courses最新文献

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Multimodal human-machine interaction including virtual humans or social robots 多模式人机交互,包括虚拟人或社交机器人
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675052
N. Magnenat-Thalmann, D. Thalmann, Zerrin Yumak
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引用次数: 1
An introduction to WebGL programming WebGL编程入门
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659468
Edward Angel, D. Shreiner
{"title":"An introduction to WebGL programming","authors":"Edward Angel, D. Shreiner","doi":"10.1145/2659467.2659468","DOIUrl":"https://doi.org/10.1145/2659467.2659468","url":null,"abstract":"","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131232248","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
Efficient Real-Time Shading with Many Lights 高效的实时阴影与许多灯
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659475
Ola Olsson
{"title":"Efficient Real-Time Shading with Many Lights","authors":"Ola Olsson","doi":"10.1145/2659467.2659475","DOIUrl":"https://doi.org/10.1145/2659467.2659475","url":null,"abstract":"Using many lights in real-time applications has been an important goal for many years. The games industry in particular has strived to increase the number of lights to provide enhanced visual quality and realism. Today, high-end games often make use of hundreds of lights in each frame, and this is likely to be pushed further in the future. The ability to efficiently manage and shade large numbers of lights brings many possibilities, apart from simply allowing light to be cast from many dynamic objects. In addition, it can support visualizing global illumination solutions, or enable detailed artistic light direction. Thus, efficient real-time shading with many lights, represents a potential for solving many of the problems facing the development of next generation high-end games. To achieve the level of performance needed to make this possible, the way which light management and shading is performed has undergone dramatically development in recent years. Both industry and academia has invested great effort pursuing this goal, which has resulted in a large number of new and sometimes competing techniques. \u0000This course presents an in-depth exploration of this topic, starting with background and leading up to state of the art research, including recent results on supporting shadows. The course combines production experience from game developers with the latest research into efficient many-light algorithms for both desktop and mobile hardware.","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131314797","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
3D printing oriented design: geometry and optimization 面向3D打印的设计:几何和优化
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675050
Ligang Liu, Ariel Shamir, Charlie C. L. Wang, E. Whiting
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引用次数: 30
Shadertoy: learn to create everything in a fragment shader Shadertoy:学习在片段着色器中创建一切
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659474
Pol Jeremias-Vila, Iñigo Quilez
{"title":"Shadertoy: learn to create everything in a fragment shader","authors":"Pol Jeremias-Vila, Iñigo Quilez","doi":"10.1145/2659467.2659474","DOIUrl":"https://doi.org/10.1145/2659467.2659474","url":null,"abstract":"classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125560578","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: 5
An introduction to Ricci flow and volumetric approximation with applications to shape modeling 介绍利玛窦流和体积近似在形状建模中的应用
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659469
G. Patané, Xin Li, X. Gu
{"title":"An introduction to Ricci flow and volumetric approximation with applications to shape modeling","authors":"G. Patané, Xin Li, X. Gu","doi":"10.1145/2659467.2659469","DOIUrl":"https://doi.org/10.1145/2659467.2659469","url":null,"abstract":"Extending a shape-driven map to the interior of the input shape and to the surrounding volume is a difficult problem since it typically relies on the integration of shape-based and volumetric information, together with smoothness conditions, interpolating constraints, preservation of feature values at both a local and global level. This survey discusses the main volumetric approximation schemes for both 3D shapes and d-dimensional data, and provides a unified discussion on the integration of surface-based and volume-based shape information. Then, it describes the application of shape-based and volumetric techniques to shape modeling through volumetric parameterization and polycube splines; feature-driven approximation through kernels and radial basis functions. We also discuss the Hamilton's Ricci flow, which is a powerful tool to compute the conformal shape structure and to design Riemannian metrics of manifolds by prescribed curvatures. We conclude the presentation by discussing applications to shape analysis and medicine.","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126342514","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
GPU compute for graphics 图形的GPU计算
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659471
K. Hillesland
{"title":"GPU compute for graphics","authors":"K. Hillesland","doi":"10.1145/2659467.2659471","DOIUrl":"https://doi.org/10.1145/2659467.2659471","url":null,"abstract":"Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134265032","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
Physically plausible rendering at pixar - from reyes to path tracing 物理上合理的渲染在皮克斯-从眼睛到路径跟踪
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675053
Davide Pesare
{"title":"Physically plausible rendering at pixar - from reyes to path tracing","authors":"Davide Pesare","doi":"10.1145/2659467.2675053","DOIUrl":"https://doi.org/10.1145/2659467.2675053","url":null,"abstract":"","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133555295","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
How to make a SIGGRAPH paper? 如何制作SIGGRAPH纸?
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675055
D. Cohen-Or, Dani Lischinski, N. Mitra, Xin Tong, Li-Yi Wei
{"title":"How to make a SIGGRAPH paper?","authors":"D. Cohen-Or, Dani Lischinski, N. Mitra, Xin Tong, Li-Yi Wei","doi":"10.1145/2659467.2675055","DOIUrl":"https://doi.org/10.1145/2659467.2675055","url":null,"abstract":"","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124756161","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
Shader interoperability: baking and reusing materials across rendering architectures at pixar 着色器互操作性:烘烤和重用材料在皮克斯跨渲染架构
SIGGRAPH Asia 2014 Courses Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659477
Paul Kanyuk
{"title":"Shader interoperability: baking and reusing materials across rendering architectures at pixar","authors":"Paul Kanyuk","doi":"10.1145/2659467.2659477","DOIUrl":"https://doi.org/10.1145/2659467.2659477","url":null,"abstract":"","PeriodicalId":415661,"journal":{"name":"SIGGRAPH Asia 2014 Courses","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121696688","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
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