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

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Fast light-map computation with virtual polygon lights 基于虚拟多边形光的快速光贴图计算
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448210
Christian Luksch, R. Tobler, R. Habel, M. Schwärzler, M. Wimmer
{"title":"Fast light-map computation with virtual polygon lights","authors":"Christian Luksch, R. Tobler, R. Habel, M. Schwärzler, M. Wimmer","doi":"10.1145/2448196.2448210","DOIUrl":"https://doi.org/10.1145/2448196.2448210","url":null,"abstract":"We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time. In our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"70 1","pages":"87-94"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82563231","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: 27
Physical simulation of an embedded surface mesh involving deformation and fracture 涉及变形和断裂的嵌入式表面网格的物理模拟
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448237
B. Clack, J. Keyser
{"title":"Physical simulation of an embedded surface mesh involving deformation and fracture","authors":"B. Clack, J. Keyser","doi":"10.1145/2448196.2448237","DOIUrl":"https://doi.org/10.1145/2448196.2448237","url":null,"abstract":"Physically simulating non-rigid virtual objects which can deform or break apart within their environments is now common in state-of-the-art virtual simulations such as video games or surgery simulations. Real-time performance requires a physical model which provides an approximation to the true solution for fast computations but at the same time conveys enough believability of the simulation to the user. By embedding a complex surface mesh within simpler physical geometry, the mesh complexity can be separated from the algorithmic complexity of the physical simulation. Embedding methods have been successful in production quality products (e.g. [Parker and O'Brien 2009]). In the presence of fracture it is still unclear how to derive the graphical representation of a solid object defined only as a surface mesh with no volume information.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"69 1","pages":"189"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83608242","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
Texture brush: an interactive surface texturing interface 纹理刷:一个交互式的表面纹理界面
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448221
Qian Sun, Long Zhang, Minqi Zhang, Xiang Ying, Shiqing Xin, Jiazhi Xia, Ying He
{"title":"Texture brush: an interactive surface texturing interface","authors":"Qian Sun, Long Zhang, Minqi Zhang, Xiang Ying, Shiqing Xin, Jiazhi Xia, Ying He","doi":"10.1145/2448196.2448221","DOIUrl":"https://doi.org/10.1145/2448196.2448221","url":null,"abstract":"This paper presents Texture Brush, an interactive interface for texturing 3D surfaces. We extend the conventional exponential map to a more general setting, in which the generator can be an arbitrary curve. Based on our extended exponential map, we develop a local parameterization method which naturally supports anisotropic texture mapping. With Texture Brush, the user can easily specify such local parameterization with a free-form stroke on the surface. We also propose a set of intuitive operations which are mainly based on 3D painting metaphor, including texture painting, texture cloning, texture animation design, and texture editing. Compared to the existing surface texturing techniques, our method enables a smoother and more natural work flow so that the user can focus on the design task itself without switching back and forth among different tools or stages. The encouraging experimental results and positive evaluation by artists demonstrate the efficacy of our Texture Brush for interactive texture mapping.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":"153-160"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87065030","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: 20
Fast percentage closer soft shadows using temporal coherence 使用时间相干快速接近软阴影百分比
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448209
M. Schwärzler, Christian Luksch, D. Scherzer, M. Wimmer
{"title":"Fast percentage closer soft shadows using temporal coherence","authors":"M. Schwärzler, Christian Luksch, D. Scherzer, M. Wimmer","doi":"10.1145/2448196.2448209","DOIUrl":"https://doi.org/10.1145/2448196.2448209","url":null,"abstract":"We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in typical scene movement, making the estimation of a new shadow value only necessary whenever regions are newly disoccluded due to camera adjustment, or the shadow situation changes due to object movement. By extending the typical shadow mapping algorithm by an additional light-weight buffer for the tracking of dynamic scene objects, we can robustly and efficiently detect all screen space fragments that need to be updated, including not only the moving objects themselves, but also the soft shadows they cast. By applying this strategy to the popular Percentage Closer Soft Shadow algorithm (PCSS), we double rendering performance in scenes with both static and dynamic objects -- as prevalent in various 3D game levels -- while maintaining the visual quality of the original approach.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"44 1","pages":"79-86"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89893662","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
Simple and efficient example-based texture synthesis using tiling and deformation 简单有效的基于实例的纹理合成,使用贴图和变形
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448219
Kan Chen, H. Johan, W. Müller-Wittig
{"title":"Simple and efficient example-based texture synthesis using tiling and deformation","authors":"Kan Chen, H. Johan, W. Müller-Wittig","doi":"10.1145/2448196.2448219","DOIUrl":"https://doi.org/10.1145/2448196.2448219","url":null,"abstract":"In computer graphics, textures represent the detail appearance of the surface of objects, such as colors and patterns. Example-based texture synthesis is to construct a larger visual pattern from a small example texture image. In this paper, we present a simple and efficient method which can synthesize a large scale texture in real-time based on a given example texture by simply tiling and deforming the example texture. Different from most of the existing techniques, our method does not perform search operation and it can compute texture values at any given points (random access). In addition, our method requires small storage which is only to store one example texture. Our method is suitable for synthesizing irregular and near-stochastic texture. We also propose methods to efficiently synthesize and map 3D solid textures on 3D meshes.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"14 1","pages":"145-152"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75811766","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
Splatting lines for 3D mesh illustration 飞溅线3D网格插图
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448241
Qian Sun, Long Zhang, Ying He
{"title":"Splatting lines for 3D mesh illustration","authors":"Qian Sun, Long Zhang, Ying He","doi":"10.1145/2448196.2448241","DOIUrl":"https://doi.org/10.1145/2448196.2448241","url":null,"abstract":"Line drawings are a popular shape depiction technique due to its capability to express meaningful information by ignoring less important or distracting details. Many computer generated line drawing algorithms have been proposed in the past decade, such as suggestive contours, ridge-valley lines, apparent ridges, photic extremum lines, demarcating curves, Laplacian lines, just name a few.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"10 1","pages":"193"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74310557","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
Warping virtual space for low-cost haptic feedback 为低成本的触觉反馈扭曲虚拟空间
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448243
Luv Kohli
{"title":"Warping virtual space for low-cost haptic feedback","authors":"Luv Kohli","doi":"10.1145/2448196.2448243","DOIUrl":"https://doi.org/10.1145/2448196.2448243","url":null,"abstract":"With the introduction of the Nintendo Wii, Playstation Move, and Microsoft Kinect, gaming and virtual reality technologies have begun to merge. These technologies have enabled low-cost, more-natural interaction with games and virtual environments (VEs). However, the sense of touch is usually missing. Interacting with virtual objects often means holding a hand in the air, which can be tiring if done for long. I present a technique to turn simple objects into haptic surfaces for virtual objects, extending earlier work on Redirected Touching [Kohli et al. 2012].","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"21 1","pages":"195"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79369289","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
Volume-based indirect lighting with irradiance decomposition 基于体的间接照明与辐照度分解
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448242
Ruirui Li, K. Qin
{"title":"Volume-based indirect lighting with irradiance decomposition","authors":"Ruirui Li, K. Qin","doi":"10.1145/2448196.2448242","DOIUrl":"https://doi.org/10.1145/2448196.2448242","url":null,"abstract":"High-quality indirect lighting at interactive speed is a difficult challenge. To fast approximate the indirect illumination, the volume-based rendering techniques were used. The Light Propagation Volume (LPV) [Kaplanyan et al. 2010] method departs scenes into coarse lattices and propagates spherical harmonics represented radiance on them. The LPV is able to render complex and dynamic scenes in real-time. But since the radiance transfer is highly approximated among the lattices, it fails to simulate the indirect lighting between the surfaces in the same lattice. On the other hand, the Voxel-based Global Illumination (VGI) [Kaplanyan et al. 2011] voxelizes the scene into fine voxels. It performs the voxel-based ray marching to find the reflected surface in the near-field. By adopting a 1/4x1/4 sampling, the VGI can render in a speed of 18~28 frame per second. But for complex scenes and real global illumination, it requires huge volume data and a large number of rays which degrades the rendering performance to a speed of 2.2s per frame.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"155 1","pages":"194"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87856971","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
WYSIWYG stereo painting 所见即所得立体绘画
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448223
Yongjin Kim, H. Winnemöller, Seungyong Lee
{"title":"WYSIWYG stereo painting","authors":"Yongjin Kim, H. Winnemöller, Seungyong Lee","doi":"10.1145/2448196.2448223","DOIUrl":"https://doi.org/10.1145/2448196.2448223","url":null,"abstract":"Despite increasing popularity of stereo capture and display systems, creating stereo artwork remains a challenge. This paper presents a stereo painting system, which enables effective from-scratch creation of high-quality stereo artwork. A key concept of our system is a stereo layer, which is composed of two RGBAd (RGBA + depth) buffers. Stereo layers alleviate the need for fully formed representational 3D geometry required by most existing 3D painting systems, and allow for simple, essential depth specification. RGBAd buffers also provide scalability for complex scenes by minimizing the dependency of stereo painting updates on the scene complexity. For interaction with stereo layers, we present stereo paint and stereo depth brushes, which manipulate the photometric (RGBA) and depth buffers of a stereo layer, respectively. In our system, painting and depth manipulation operations can be performed in arbitrary order with real-time visual feedback, providing a flexible WYSIWYG workflow for stereo painting. Comments from artists and experimental results demonstrate that our system effectively aides in the creation of compelling stereo paintings.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"10 1","pages":"169-176"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84093708","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
From 3D to reality: projector-based sculpture assistance system 从3D到现实:基于投影仪的雕塑辅助系统
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448234
Fu-Che Wu
{"title":"From 3D to reality: projector-based sculpture assistance system","authors":"Fu-Che Wu","doi":"10.1145/2448196.2448234","DOIUrl":"https://doi.org/10.1145/2448196.2448234","url":null,"abstract":"Art is a creative process. Can it possibly be supported by a computational tool? Flagg et al. [Flagg et al. 2006] proposed that capture and access technology can provide a key form of computational support for the creative process. Following the idea, a projector-based sculpture guiding system was constructed. The system can scan 3D structures, compare the difference and display the information on the physical surface. The system consists of a projector and a camera. The camera is the Point Grey Chameleon USB camera. The resolution of the image is 1280x960. The projector is the NEC M300x which a resolution of 1024x768. To keep a fixed relationship between the projector and the camera, the camera is mounted on the projector.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"75 1","pages":"186"},"PeriodicalIF":0.0,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86327157","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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