Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games最新文献

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Real-time multiple scattering using light propagation volumes 利用光传播体积的实时多重散射
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159636
M. Billeter, Erik Sintorn, Ulf Assarsson
{"title":"Real-time multiple scattering using light propagation volumes","authors":"M. Billeter, Erik Sintorn, Ulf Assarsson","doi":"10.1145/2159616.2159636","DOIUrl":"https://doi.org/10.1145/2159616.2159636","url":null,"abstract":"This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"58 1","pages":"119-126"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73832178","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: 9
Evaluation of a tangible interface for architectural daylighting analysis 建筑采光分析的有形界面评价
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159653
Joshua D. Nasman, B. Cutler
{"title":"Evaluation of a tangible interface for architectural daylighting analysis","authors":"Joshua D. Nasman, B. Cutler","doi":"10.1145/2159616.2159653","DOIUrl":"https://doi.org/10.1145/2159616.2159653","url":null,"abstract":"We present a study of a tangible user interface (TUI) for architectural design and daylighting analysis. This tool provides an intuitive way for architects and future building occupants to quickly construct physical models and then view a simulation of daylighting in the model at interactive rates. We conducted a user study of both formally-trained architects and non-architects in a set of analysis and design exercises. This study investigates the effectiveness of this interface as an educational tool, the precision and accuracy of the constructed physical models, and the overall effectiveness of the tangible interface. The four part study investigates users' intuitions about daylighting and their interaction with the tool for analysis of an existing space, for proposing renovations to the space, and for designing a totally new space with the same architectural program that better addresses the occupants' needs. These exercises revealed misconceptions in many of the participants' intuitions about day-lighting and overall the participants expressed interest in this simulation tool for daylighting analysis in architectural design.\u0000 Architectural daylighting design is the use of windows and reflective surfaces to make effective use of natural light from the sun and sky within a physical environment. Increased use of daylighting can reduce the need for supplemental electric lighting during the day, decreasing operating costs and reducing the consumption of non-renewable resources.\u0000 The daylighting analysis system simulates the complex inter-reflection of natural light within a scene and uses a set of six standard office projectors surrounding the table to \"paint\" the physical primitives with the simulation results. Designing in the tabletop system is done by sketching with physical wall primitives to create a closed space with window primitives that are placed over the top edge of the walls. A calibrated overhead camera captures the arrangement of these elements and the geometry is converted into a closed triangle mesh. Radiosity, a patch-based lighting method, is used to simulate light propagation within the space and the rendering system displays the simulated natural lighting on the physical model using six projectors positioned in a circle above the table.\u0000 The contributions of our work:\u0000 • Exploration of participants' fundamental understanding of daylighting design, overlighting, underlighting and glare.\u0000 • Quantitative analysis of the users' accuracy in using our physical sketching system to model a room they had just visited.\u0000 • Evaluation of the participants' use of our tool and their perception of quantitative and qualitative daylighting from the displayed simulations.\u0000 • Demonstration of our tangible interface as a creativity-enhancing tool for architectural daylighting design.\u0000 Our study was divided into four consecutive tasks. The first task was designed to prime the user for thinking about daylighting and gauge the user's pre-existing in","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"44 1","pages":"207"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90221882","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
Constant-time all-pairs geodesic distance query on triangle meshes 三角形网格的常时间全对测地线距离查询
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-01-01 DOI: 10.1145/2159616.2159622
Shiqing Xin, Xiang Ying, Ying He
{"title":"Constant-time all-pairs geodesic distance query on triangle meshes","authors":"Shiqing Xin, Xiang Ying, Ying He","doi":"10.1145/2159616.2159622","DOIUrl":"https://doi.org/10.1145/2159616.2159622","url":null,"abstract":"Computing discrete geodesics on polyhedral surfaces plays an important role in computer graphics. In contrast to the well-studied \"single-source, all-destination\" discrete geodesic problem, little progress has been reported to the all-pairs geodesic, i.e., computing the geodesic distance between arbitrary two points on the surface. To our knowledge, the existing all-pairs geodesic algorithms have very high computational cost, thus, can not be applied to real-world models, which usually contain thousands of vertices. In this paper, we propose an efficient algorithm to approximate the all-pairs geodesic on triangular meshes. The pre-processing step takes O(mn2 log n) time for the input mesh with n vertices and m samples, where m (≪ n) is specified by the user, usually between a few hundred and several thousand. In the query step, our algorithm can compute the approximate geodesic distance between arbitrary pair of points (not necessarily mesh vertices) in O(1) time. Furthermore, the geodesic path and the geodesic distance field can be approximated in linear time. Both theoretical analysis and experimental results on real-world models demonstrate that our algorithm is efficient and accurate. We demonstrate the efficacy of our algorithm on the interactive texture mapping by using discrete exponential map.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"18 1","pages":"31-38"},"PeriodicalIF":0.0,"publicationDate":"2012-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80031644","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
Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual reality 切片WIM:一个多表面,多触摸界面,用于虚拟现实中体数据集的概述和细节探索
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944777
D. Coffey, Nicholas Malbraaten, T. Le, I. Borazjani, F. Sotiropoulos, Daniel F. Keefe
{"title":"Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual reality","authors":"D. Coffey, Nicholas Malbraaten, T. Le, I. Borazjani, F. Sotiropoulos, Daniel F. Keefe","doi":"10.1145/1944745.1944777","DOIUrl":"https://doi.org/10.1145/1944745.1944777","url":null,"abstract":"We present Slice WIM, a method for overview+detail visualization of volume datasets that explores the potential of new interfaces made possible by a virtual reality (VR) environment made of two display surfaces: an interactive multi-touch table, and a stereoscopic display wall. Slice WIM displays a miniature version of the 3D dataset within a head-tracked stereoscopic view such that it appears to float directly above the multi-touch table. Multi-touch gestures on the table are then used to navigate through the dataset and to set slices (cutting planes) through the data. Leveraging the unique table+wall hardware setup, horizontal slices through the data are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multi-touch gestures made on the table. We demonstrate several strategies for interacting with 2D \"shadow slices\" on the table surface as a method for controlling the WIM and exploring volumetric datasets. Applications of the interface to explore two different volume datasets are presented, and design decisions and limitations are discussed along with feedback from both casual users and domain scientists.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"42 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75585671","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: 52
Behavior authoring for crowd simulations 人群模拟的行为创作
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944779
Mubbasir Kapadia, Shawn Singh, Glenn D. Reinman, P. Faloutsos
{"title":"Behavior authoring for crowd simulations","authors":"Mubbasir Kapadia, Shawn Singh, Glenn D. Reinman, P. Faloutsos","doi":"10.1145/1944745.1944779","DOIUrl":"https://doi.org/10.1145/1944745.1944779","url":null,"abstract":"There has been growing academic and industry interest in the behavioral animation of autonomous actors in virtual worlds. However, it remains a considerable challenge to automatically generate complicated interactions between multiple actors in a customizable way with minimal user specification.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81906231","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
Voxel-based global illumination 基于体素的全局照明
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944763
Sinje Thiedemann, N. Henrich, Thorsten Grosch, S. Müller
{"title":"Voxel-based global illumination","authors":"Sinje Thiedemann, N. Henrich, Thorsten Grosch, S. Müller","doi":"10.1145/1944745.1944763","DOIUrl":"https://doi.org/10.1145/1944745.1944763","url":null,"abstract":"Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization algorithm and an extension to a fast ray-voxel intersection test. Similar to screen-space illumination methods, VGI is independent of the scene complexity. Using voxels for indirect visibility enables real-time near-field illumination without the screen-space artifacts of alternative methods. Furthermore, VGI can be extended to interactive, multi-bounce global illumination solutions like path tracing and instant radiosity.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"45 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78843450","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: 71
Fast continuous collision detection using parallel filter in subspace 基于子空间并行滤波的快速连续碰撞检测
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944757
Chen Tang, Sheng Li, Guoping Wang
{"title":"Fast continuous collision detection using parallel filter in subspace","authors":"Chen Tang, Sheng Li, Guoping Wang","doi":"10.1145/1944745.1944757","DOIUrl":"https://doi.org/10.1145/1944745.1944757","url":null,"abstract":"In this paper, we present a novel fast Continuous Collision Detection (CCD) method using SIMD capacity of CPU and idea of dimension reduction. We apply a parallel linear filter culling performed in one-dimensional subspace followed by a parallel planar filter culling performed in two-dimensional subspace before each elementary test, which simultaneously and conservatively tests the relative motion of each primitive pairs in various selected subspace. CPU's SIMD capacity is utilized for parallelizing the projection and filtering process in each subspace. Parallel filter culling in subspace removes a large amount of redundant elementary tests with low cost, and improves the overall performance of collision query. We demonstrate the advantages of our approach when comparing with previous alternatives in various dynamic scenes as benchmarks. In experiments, we observe up to 99% removal of false positives, and a huge magnitude of speed improvement on elementary tests (over 3x). Since our method only correlates the elementary test, it is scalable and can be easily integrated with various available single or multicore CPU based CCD algorithm. In addition, the performance of our method is less sensitive to varying step time.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89842388","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: 18
The research and realization of parameterized three-dimensional plant simulation based on fractal theory 基于分形理论的参数化三维植物模拟的研究与实现
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944792
Junfeng Yao, Hui Zhang, Bin Wu, F. Lin, Binxing Wang
{"title":"The research and realization of parameterized three-dimensional plant simulation based on fractal theory","authors":"Junfeng Yao, Hui Zhang, Bin Wu, F. Lin, Binxing Wang","doi":"10.1145/1944745.1944792","DOIUrl":"https://doi.org/10.1145/1944745.1944792","url":null,"abstract":"The simulation of plant morphology has become a research hotspot in computer graphic. Two methods are commonly used to simulate plant morphology: L-system and IFS (Iterated Function System). However, they are limited to the construction methods of fractal plants. Moreover, the degree of realism in three-dimensional simulation is still insufficient, and the morphology of different plants has small differences.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"52 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76961239","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
Coherent image-based rendering of real-world objects 真实世界对象的连贯图像渲染
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944776
Stefan Hauswiesner, M. Straka, Gerhard Reitmayr
{"title":"Coherent image-based rendering of real-world objects","authors":"Stefan Hauswiesner, M. Straka, Gerhard Reitmayr","doi":"10.1145/1944745.1944776","DOIUrl":"https://doi.org/10.1145/1944745.1944776","url":null,"abstract":"Many mixed reality systems require the real-time capture and re-rendering of the real world to integrate real objects more closely with the virtual graphics. This includes novel view-point synthesis for virtual mirror or telepresence applications. For real-time performance, the latency between capturing the real world and producing the virtual output needs to be as little as possible. Image-based visual hull (IBVH) rendering is capable of rendering novel views from segmented images in real time. We improve upon existing IBVH implementations in terms of robustness and performance by reformulating the tasks of major components. Moreover, we enable high resolutions and little latency by exploiting view- and frame coherence. The suggested algorithm includes image warping between successive frames under the constraint of redraw volumes. These volumes form a boundary of the motion and deformation in the scene, and can be constructed efficiently by describing them as the visual hull of a set of bounding rectangles which are cast around silhouette differences in image-space. As a result, our method can handle arbitrarily moving and deforming foreground objects and free viewpoint motion at the same time, while still being able to reduce workload by reusing previous rendering results.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82615706","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
Shadow caster culling for efficient shadow mapping 为有效的阴影映射而进行的阴影施法者裁剪
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944759
Jiří Bittner, O. Mattausch, Ari Silvennoinen, M. Wimmer
{"title":"Shadow caster culling for efficient shadow mapping","authors":"Jiří Bittner, O. Mattausch, Ari Silvennoinen, M. Wimmer","doi":"10.1145/1944745.1944759","DOIUrl":"https://doi.org/10.1145/1944745.1944759","url":null,"abstract":"We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs. For scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82225673","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: 13
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