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

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A practical model for computing the BRDF of real world materials 一个计算真实世界材料BRDF的实用模型
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448228
Ke Chen, Charly Collin, Ajit Hakke Patil, S. Pattanaik
{"title":"A practical model for computing the BRDF of real world materials","authors":"Ke Chen, Charly Collin, Ajit Hakke Patil, S. Pattanaik","doi":"10.1145/2448196.2448228","DOIUrl":"https://doi.org/10.1145/2448196.2448228","url":null,"abstract":"Accurately modeling BRDF for real world materials is important and challenging for realistic image synthesis. For a majority of materials most of the incident light enters the material, undergoes multiple scattering under the surface before exiting the material's surface as reflection. Physically correct modeling of such BRDF must take into account of this subsurface volumetric light transport. Most of the accurate numerical solution methods (ex: Monte Carlo, Discrete Ordinate Methods (DOM)) for volumetric light transport compute radiance field for the whole volume, and are expensive. As BRDF ultimately relates only the outgoing radiation field at the boundary to the incident radiation, radiation field computed for the bulk of the material does not provide any useful information and hence the effort involved in computing them can be considered as wasteful. So for efficient BRDF computation any method that allows us to compute the radiance field only at the boundary would be a preferable choice. The search for such a method led us to the Ambartsumian's method [Sobolev 1975; Mishchenko et al. 1999].","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"9 1","pages":"180"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79500720","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
Hybrid transparency 混合的透明度
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448212
Marilena Maule, J. Comba, Rafael P. Torchelsen, R. Bastos
{"title":"Hybrid transparency","authors":"Marilena Maule, J. Comba, Rafael P. Torchelsen, R. Bastos","doi":"10.1145/2448196.2448212","DOIUrl":"https://doi.org/10.1145/2448196.2448212","url":null,"abstract":"Hybrid transparency is an approach for real-time approximation of order-independent transparency. Our hybrid approach combines an accurate compositing, of a few core transparent layers, with a quick approximation, for the remaining layers. Its main advantage, the ability to operate in bounded memory without noticeable artifacts, enables its usage with high scene complexity and image resolution, which other approaches fail to handle. Hybrid transparency is suitable for highly-parallel execution, can be implemented in current GPUs and further improved, with minimal architecture changes. We present quality, memory, and performance analysis and comparisons which demonstrate that hybrid transparency is able to generate high-quality images at competitive frames rates and with the lowest memory consumption among comparable OIT techniques.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"36 1","pages":"103-118"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85643765","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: 30
Interactive mesostructures 互动中构造
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448202
S. Nykl, C. Mourning, D. Chelberg
{"title":"Interactive mesostructures","authors":"S. Nykl, C. Mourning, D. Chelberg","doi":"10.1145/2448196.2448202","DOIUrl":"https://doi.org/10.1145/2448196.2448202","url":null,"abstract":"This paper presents a technique for interactively deforming and colliding with mesostructures at a per-texel level. It is compatible with a broad range of existing mesostructure rendering techniques including both safe and unsafe ray-height field intersection algorithms. This technique integrates well with existing physics engines and is able to reduce traditional 3D geometrical deformations (vertex-based) to 2D image space operations (pixel-based) that are parallelized on a GPU without CPU-GPU data shuffling. Additionally, surface and material properties may be specified at a per-texel level enabling a mesostructure to possess varying attributes intrinsic to its surface and collision behavior; furthermore, this offers an image-based alternative to traditional decals. This technique provides a simple way to make almost every surface in a virtual world responsive to user actions and events. It requires no preprocessing time and storage requirements of one additional texture or less. The algorithm uses existing displacement map algorithms as well as existing physics engines and can be easily incorporated into new or existing game pipelines.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"31 1","pages":"37-44"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78067903","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
A practical analytic model for the radiosity of translucent scenes 半透明场景辐射度的实用解析模型
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448206
Yu Sheng, Yulong Shi, Lili Wang, S. Narasimhan
{"title":"A practical analytic model for the radiosity of translucent scenes","authors":"Yu Sheng, Yulong Shi, Lili Wang, S. Narasimhan","doi":"10.1145/2448196.2448206","DOIUrl":"https://doi.org/10.1145/2448196.2448206","url":null,"abstract":"Light propagation in scenes with translucent objects is hard to model efficiently for interactive applications. The inter-reflections between objects and their environments and the subsurface scattering through the materials intertwine to produce visual effects like color bleeding, light glows and soft shading. Monte-Carlo based approaches have demonstrated impressive results but are computationally expensive, and faster approaches model either only inter-reflections or only subsurface scattering. In this paper, we present a simple analytic model that combines diffuse inter-reflections and isotropic subsurface scattering. Our approach extends the classical work in radiosity by including a subsurface scattering matrix that operates in conjunction with the traditional form-factor matrix. This subsurface scattering matrix can be constructed using analytic, measurement-based or simulation-based models and can capture both homogeneous and heterogeneous translucencies. Using a fast iterative solution to radiosity, we demonstrate scene relighting and dynamically varying object translucencies at near interactive rates.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"70 1","pages":"63-70"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76539512","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: 11
A motion synthesis system for dance using a tablet 一种用平板电脑跳舞的动作合成系统
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448226
A. Soga, Sakiko Matsumoto
{"title":"A motion synthesis system for dance using a tablet","authors":"A. Soga, Sakiko Matsumoto","doi":"10.1145/2448196.2448226","DOIUrl":"https://doi.org/10.1145/2448196.2448226","url":null,"abstract":"Recently, applications using human body motion data have increased with the progress in motion capture technologies and the spread of practical motion capture systems. In addition, touch panels have become popularized as input devices that can be used easily and intuitively. Taking advantage of these trends, we have been developing a support system for dance creation using motion data [A. Soga 2009]. This paper describes a motion synthesis system for dance using a tablet computer. Our system provides functions to synthesize motions, and users can control it with a tablet. The users create short choreographies by selecting certain body-part motion clips and composing them as whole-body motions. The system allows users to select each motion clip and preview it by 3DCG in real time. Some motion clips can be selected by flicking the tablet screen, and they can be blended to a base motion. Other motion clips of body parts can replace the corresponding part of the base motion. Figure 1 shows an overview of the system.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"24 1","pages":"178"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87605100","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
FasTC: accelerated fixed-rate texture encoding FasTC:加速固定速率纹理编码
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448218
Pavel Krajcevski, Adam T. Lake, Dinesh Manocha
{"title":"FasTC: accelerated fixed-rate texture encoding","authors":"Pavel Krajcevski, Adam T. Lake, Dinesh Manocha","doi":"10.1145/2448196.2448218","DOIUrl":"https://doi.org/10.1145/2448196.2448218","url":null,"abstract":"We present a new algorithm for encoding low dynamic range images into fixed-rate texture compression formats. Our approach provides orders of magnitude improvements in speed over existing publicly-available compressors, while generating high quality results. The algorithm is applicable to any fixed-rate texture encoding scheme based on Block Truncation Coding and we use it to compress images into the OpenGL BPTC format. The underlying technique uses an axis-aligned bounding box to estimate the proper partitioning of a texel block and performs a generalized cluster fit to compute the endpoint approximation. This approximation can be further refined using simulated annealing. The algorithm is inherently parallel and scales with the number of processor cores. We highlight its performance on low-frequency game textures and the high frequency Kodak Test Image Suite.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"10 1","pages":"137-144"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87548486","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: 10
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU 结合遮挡剔除与并行LOD在GPU上渲染复杂3D环境
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448235
Chao Peng, Yong Cao
{"title":"Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU","authors":"Chao Peng, Yong Cao","doi":"10.1145/2448196.2448235","DOIUrl":"https://doi.org/10.1145/2448196.2448235","url":null,"abstract":"In many research domains, such as mechanical engineering, game development and virtual reality, a typical output model is usually produced in a multi-object manner for efficient data management. To have a complete description of the whole model, tens of thousands of, or even millions of, such objects are created, which makes the entire dataset exceptionally complex. Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"17 1","pages":"187"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89467960","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
Toward practical real-time photon mapping: efficient GPU density estimation 走向实用的实时光子映射:高效的GPU密度估计
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448207
Michael Mara, D. Luebke, M. McGuire
{"title":"Toward practical real-time photon mapping: efficient GPU density estimation","authors":"Michael Mara, D. Luebke, M. McGuire","doi":"10.1145/2448196.2448207","DOIUrl":"https://doi.org/10.1145/2448196.2448207","url":null,"abstract":"We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"30 1","pages":"71-78"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78540767","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: 32
Efficient shading of indirect illumination applying reflective shadow maps 应用反射阴影贴图的间接照明的有效阴影
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448211
P. Lensing, W. Broll
{"title":"Efficient shading of indirect illumination applying reflective shadow maps","authors":"P. Lensing, W. Broll","doi":"10.1145/2448196.2448211","DOIUrl":"https://doi.org/10.1145/2448196.2448211","url":null,"abstract":"While global illumination is a crucial issue for most computer graphics applications fostering photo realistic rendering, fast and efficient implementations remain challenging for real-time applications. One approach to approximate indirect illumination is to distribute virtual point lights (VPL) at surfaces that emit indirect light. This distribution may be realized using reflective shadow maps (RSM). One major drawback of this approach is that each surface point has to be illuminated by thousands of VPLs, leading to a performance bottleneck in the shading step. Therefore several approaches trying to reduce the shading costs either by decreasing the number of VPLs or by lowering the surface points to be shaded exist.\u0000 In our approach we propose a novel indirect shading approximation allowing us to reduce the number of surface points to be shaded to a minimum, still achieving a high image quality. Even complex and animated models can thus be represented by a few dozens of surface points for shading. Furthermore our approach allows graphic artists to intuitively tune the shading by adding or changing surface points without any pre-computations. The approach is very efficient and is completely implemented on the GPU not requiring any high shader profiles. This will even enable almost photo realistic rendering on upcoming handheld devices.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"152 1 1","pages":"95-102"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80399165","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: 10
Volume stylizer: tomography-based volume painting 体积造型器:基于层析成像的体积绘画
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448222
Oliver Klehm, Ivo Ihrke, H. Seidel, E. Eisemann
{"title":"Volume stylizer: tomography-based volume painting","authors":"Oliver Klehm, Ivo Ihrke, H. Seidel, E. Eisemann","doi":"10.1145/2448196.2448222","DOIUrl":"https://doi.org/10.1145/2448196.2448222","url":null,"abstract":"Volumetric phenomena are an integral part of standard rendering, yet, no suitable tools to edit characteristic properties are available so far. Either simulation results are used directly, or modifications are high-level, e.g., noise functions to influence appearance. Intuitive artistic control is not possible.\u0000 We propose a solution to stylize single-scattering volumetric effects. Emission, scattering and extinction become amenable to artistic control while preserving a smooth and coherent appearance when changing the viewpoint. Our approach lets the user define a number of target views to be matched when observing the volume from this perspective. Via an analysis of the volumetric rendering equation, we can show how to link this problem to tomographic reconstruction.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"19 1","pages":"161-168"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82556504","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: 12
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