Proceedings of the 22nd annual conference on Computer graphics and interactive techniques最新文献

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New developments in animation production for video games (panel session) 电子游戏动画制作的新进展(小组讨论)
J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson
{"title":"New developments in animation production for video games (panel session)","authors":"J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson","doi":"10.1145/218380.218523","DOIUrl":"https://doi.org/10.1145/218380.218523","url":null,"abstract":"The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the ","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125578206","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
Multi-level direction of autonomous creatures for real-time virtual environments 实时虚拟环境中自主生物的多级定向
B. Blumberg, Tinsley A. Galyean
{"title":"Multi-level direction of autonomous creatures for real-time virtual environments","authors":"B. Blumberg, Tinsley A. Galyean","doi":"10.1145/218380.218405","DOIUrl":"https://doi.org/10.1145/218380.218405","url":null,"abstract":"There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with “directability”. In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to “direct” an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122408773","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: 478
Polygonization of non-manifold implicit surfaces 非流形隐曲面的多边形化
J. Bloomenthal, K. Ferguson
{"title":"Polygonization of non-manifold implicit surfaces","authors":"J. Bloomenthal, K. Ferguson","doi":"10.1145/218380.218462","DOIUrl":"https://doi.org/10.1145/218380.218462","url":null,"abstract":"A method is presented to broaden implicit surface modeling. The implicit surfaces usually employed in computer graphics are two dimensional manifolds because they are defined by real-valued functions that impose a binary regionalization of space (i.e., an inside and an outside). When tiled, these surfaces yield edges of degree two. The new method allows the definition of implicit surfaces with boundaries (i.e., edges of degree one) and intersections (i.e., edges of degree three or more). These non-manifold implicit surfaces are defined by a multiple regionalization of space. The definition includes a list of those pairs of regions whose separating surface is of interest. Also presented is an implementation that converts a nonmanifold implicit surface definition into a collection of polygons. Although following conventional implicit surface polygonization, there are significant differences that are described in detail. Several example surfaces are defined and polygonized. CR","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122693456","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: 96
Analytic antialiasing with prism splines 棱镜样条解析抗混叠
M. McCool
{"title":"Analytic antialiasing with prism splines","authors":"M. McCool","doi":"10.1145/218380.218499","DOIUrl":"https://doi.org/10.1145/218380.218499","url":null,"abstract":"The theory of the multivariate polyhedral splines is applied to analytic antialiasing: a triangular simplex spline is used to represent surface intensity, while a box spline is used as a filter. Their continuous convolution is a prism spline that can be evaluated exactly via recurrence. Evaluation performance can be maximized by exploiting the properties of the prism spline and its relationship to the sampling grid. After sampling, digital signal processing can be used to evaluate exactly and efficiently the sampled result of any analytic spline filter in the span of the box spline basis used as the original analytic filter.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129594682","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: 33
Interactive multimedia (panel session): a new creative frontier or just a new commodity? 互动多媒体(小组讨论):一个新的创意前沿还是仅仅是一种新商品?
Ruth E. Iskin, M. Halpin, Michael Nash, G. Legrady, R. Greenblat
{"title":"Interactive multimedia (panel session): a new creative frontier or just a new commodity?","authors":"Ruth E. Iskin, M. Halpin, Michael Nash, G. Legrady, R. Greenblat","doi":"10.1145/218380.218515","DOIUrl":"https://doi.org/10.1145/218380.218515","url":null,"abstract":"The last one hundred and fifty years have generated an avalanche of visual technologies through which an ever expanding visual culture has been marketed to mass audiences. From the invention of photography in 1839 to film in the 1890's and the marketing of television in the 1940's-50's, our steady diet of images has increased our voracious appetite by quantum leaps. In the 1990's we are faced with another invention of great potential, much hype and as yet unforseen repercussions-interactive multimedia. \"Employing these new media requires inventiveness as well as overcoming the double jeopardy of techno-phobias and the strictures of a paper/print design mentality; it calls upon practitioners operating in a new electronic paradigm whose parameters are still forming to recreate the roles of designer, artist and entertainer .. \" It remains to be seen to what extent this new communication commodity truly represents a new artistic frontier. A multi-sensory dynamic form of communication, multimedia enables a new unprecedented level of intermediality between the previously relatively separate forms of writing, voice, music, still images, motion pictures and video. It promises innovative intermedia relationships between these in non-linear, user-driven options incorporating the interactive game format along with more passive reception and unlimited playback options. To be sure, it recycles older communication products from photography, film and books to museum art collections. Is multimedia as yet more than the sum of its recycled parts? Michael Nash states that \"The promise of the new media lies in its ability to intertextualize the elements that constitute our tele-visual systems of meaning with a depth and richness that will enable artists to more fully mirror the activities of consciousness, and to engineer new dialogues between its reflection and articulation, between reading and writing.\" Interactive multimedia are a genre of culture commodities that stimulate consumer interest with the promise of repeated and engaged usage. Yet \"the significance of interactivity extends far beyond an emergence of a more enticing set of commodities, though that they certainly are. Interactivity is also not reducible to a new art genre, though that too, it certainly is becoming. Rather, we intuit interactivity as a fundamental change in socialized patterns of intersubjectivity, forms of knowledge and communication and relationship to objects. In the process, notions of self, agency, art and commodity are reconfigured ... lt should come as no surprise then that art... is claiming interactivity as its arena along-side with inert objecthood.\" Artists and users/consumers alike have a heightened sense that multimedia plays a crucial role in the tidal wave of changes sweeping the late twentieth century world of communications. The questions that arise are vast. This panel will begin to tackle some of them. Panel Goals and Issues This roundtable of artists and producers sha","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125550565","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
Correction of geometric perceptual distortions in pictures 图像几何感知畸变的校正
D. Zorin, A. Barr
{"title":"Correction of geometric perceptual distortions in pictures","authors":"D. Zorin, A. Barr","doi":"10.1145/218380.218449","DOIUrl":"https://doi.org/10.1145/218380.218449","url":null,"abstract":"We suggest an approach for correcting several types of perceived geometric distortions in computer-generated and photographic images. The approach is based on a mathematical formalization of desirable properties of pictures. We provide a review of perception of pictures and identify perceptually important geometric properties of images. From a small set of simple assumptions we obtain perceptually preferable projections of three-dimensional space into the plane and show that these projections can be decomposed into a perspective or parallel projection followed by a planar transformation. The decomposition is easily implemented and provides a convenient framework for further analysis of the image mapping. We prove that two perceptually important properties are incompatible and cannot be satisfied simultaneously. It is impossible to construct a projection such that the images of all lines are straight and the images of all spheres are exact circles. Perceptually preferable tradeoffs between these two types of distortions can depend on the content of the picture. We construct parametric families of projections with parameters representing the relative importance of the perceptual characteristics. By adjusting the settings of the parameters we can minimize the overall distortion of the picture. It turns out that a simple family of transformations produces results that are sufficiently close to optimal. We implement the proposed transformations and apply them to computer-generated and photographic perspective projection images. Our transformations can considerably reduce distortion in wide-angle motion pictures and computer-generated animations.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127744434","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: 125
Performing work within virtual environments (panel session) 在虚拟环境中执行工作(小组会议)
H. Sowizral, I. Angus, S. Bryson, Stefan Haas, M. Mine, R. Pausch
{"title":"Performing work within virtual environments (panel session)","authors":"H. Sowizral, I. Angus, S. Bryson, Stefan Haas, M. Mine, R. Pausch","doi":"10.1145/218380.218532","DOIUrl":"https://doi.org/10.1145/218380.218532","url":null,"abstract":"Ian G. Angus Boeing Information and Support Services VR will remain inferior to the desktop as a serious work environment until users of VR can access the same data as available on the desktop. VR promises users the ability to visualize and manipulate data in ways different or even more natural than possible on a flat screen display. However, unless users have access to all the data they need to make intelligent decisions, VR interfaces will only provide a partial solution, one that may in the end hamper rather than enhance users' ability to perform work. The design and analysis process needs more information than just geometry. Design engineers need to access information such as text descriptions and 2D schematic graphics, and even programmatic information such as machine checkable design rules. Without access to such mundane information sources, a designer may find it difficult to perform a required task within VR. Realistically, VR will not replace the workstation in the immediate future. Most VR users and especially those located in a design setting will spend a limited amount of time per day, perhaps only a few tens of minutes, in a VR environment. Most of the time these users will use a flat screen application to access the data they need. Requiring a whole new mode of data access just for use within the VR environment does not make sense, especially if the data more naturally fits within a flat screen paradigm. We believe that one of the crucial challenges for virtual environments is allowing immersed users to access and manipulate all of their non-geometric data in a familiar manner. To meet this challenge, we have a developed a mechanism for inserting new and even some existing flat screen applications into virtual environments. We display their window on a \"virtual clipboard.\" Users hold the clipboard in their hand and control the application by any of several mechanisms, for example, by touching the application's virtual screen. To demonstrate the effectiveness of this capability we inserted the familiar \"Mosaic\" browser into our VR environment. Users can now access the entire World Wide Web from within VR in the same way as on they do from the desktop. The virtual clipboard can also allow users to control the virtual environment's parameters, parameters not easily changed using physical metaphors, such as a user's location within the environment. While not a complete solution to the problems of performing work in a virtual environment, we believe the virtual clipboard or tools similar to it will provide critical support to future users of virtual environments.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"196 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120974349","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: 4
Visualizing the Internet (panel session): putting the user in the driver's seat
N. Gershon, B. Ferren, J. Foley, J. Hardin, F. Kappe, William A. Ruh
{"title":"Visualizing the Internet (panel session): putting the user in the driver's seat","authors":"N. Gershon, B. Ferren, J. Foley, J. Hardin, F. Kappe, William A. Ruh","doi":"10.1145/218380.218529","DOIUrl":"https://doi.org/10.1145/218380.218529","url":null,"abstract":"","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121500291","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
A signal processing approach to fair surface design 一种用于表面设计的信号处理方法
G. Taubin
{"title":"A signal processing approach to fair surface design","authors":"G. Taubin","doi":"10.1145/218380.218473","DOIUrl":"https://doi.org/10.1145/218380.218473","url":null,"abstract":"In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals - functions defined on polyhedral surfaces of arbitrary topology -, we reduce the problem of surface smoothing, or fairing, to low-pass filtering. We describe a very simple surface signal low-pass filter algorithm that applies to surfaces of arbitrary topology. As opposed to other existing optimization-based fairing methods, which are computationally more expensive, this is a linear time and space complexity algorithm. With this algorithm, fairing very large surfaces, such as those obtained from volumetric medical data, becomes affordable. By combining this algorithm with surface subdivision methods we obtain a very effective fair surface design technique. We then extend the analysis, and modify the algorithm accordingly, to accommodate different types of constraints. Some constraints can be imposed without any modification of the algorithm, while others require the solution of a small associated linear system of equations. In particular, vertex location constraints, vertex normal constraints, and surface normal discontinuities across curves embedded in the surface, can be imposed with this technique.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116496822","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: 2102
Motion signal processing 运动信号处理
Armin Bruderlin, Lance Williams
{"title":"Motion signal processing","authors":"Armin Bruderlin, Lance Williams","doi":"10.1145/218380.218421","DOIUrl":"https://doi.org/10.1145/218380.218421","url":null,"abstract":"Techniques from the image and signal processing domain can be successfully applied to designing, modifying, and adapting animated motion. For this purpose, we introduce multiresolution motion filtering, multitarget motion interpolation with dynamic timewarping, waveshaping and motion displacement mapping. The techniques are well-suited for reuse and adaptation of existing motion data such as joint angles, joint coordinates or higher level motion parameters of articulated figures with many degrees of freedom. Existing motions can be modified and combined interactively and at a higher level of abstraction than conventional systems support. This general approach is thus complementary to keyframing, motion capture, and procedural animation.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126409797","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: 812
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