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

筛选
英文 中文
Interactive GPU-based octree generation and traversal 基于交互式gpu的八叉树生成和遍历
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159657
Chen Wei, J. Gain, P. Marais
{"title":"Interactive GPU-based octree generation and traversal","authors":"Chen Wei, J. Gain, P. Marais","doi":"10.1145/2159616.2159657","DOIUrl":"https://doi.org/10.1145/2159616.2159657","url":null,"abstract":"GPU-based ray casting, as introduced by Krüger and Westermann [2003], is an effective method for volumetric rendering. Unfortunately, conventional methods of Empty Space Skipping (ESS) using spatial partitioning, which accelerate ray casting by culling ray-surface intersection tests in empty parts of the volume, do not align well with GPU architectures. CPUs are usually required for tree generation and parsing, as well as the data transfer from CPU to GPU. Such CPU-based pre-processing is time-consuming, with the result that spatial tree structures are invariably applied to static datasets.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"26 1","pages":"211"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87518736","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
Linear compression for spatially-varying BRDFs 空间变化brdf的线性压缩
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159658
S. Braeger, C. Hughes
{"title":"Linear compression for spatially-varying BRDFs","authors":"S. Braeger, C. Hughes","doi":"10.1145/2159616.2159658","DOIUrl":"https://doi.org/10.1145/2159616.2159658","url":null,"abstract":"The storage requirements for rendering with arbitrary tabular BRDFs can be quite large. This limits the number of BRDFs that can be in used in a scene to only a few. Furthermore, material parameters can be too complex to store and render per-pixel.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"29 1","pages":"212"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91328031","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
Editing and constraining kinematic approximations of dynamic motion 编辑和约束动态运动的运动学逼近
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159652
Cyrus Rahgoshay, A. Rabbani, Karan Singh, P. Kry
{"title":"Editing and constraining kinematic approximations of dynamic motion","authors":"Cyrus Rahgoshay, A. Rabbani, Karan Singh, P. Kry","doi":"10.1145/2159616.2159652","DOIUrl":"https://doi.org/10.1145/2159616.2159652","url":null,"abstract":"Physical simulation is now a robust and common approach to recreating reality in virtual worlds and is almost universally used in the animation of natural phenomena, ballistic objects, and character accessories like clothing and hair. Despite these great strides, the animation of primary characters continues to be dominated by the kinematic techniques of motion capture and above all traditional keyframing. Two aspects of a primary character in particular, skeletal and facial motion, are often laboriously animated using kinematics. There are perhaps three chief reasons for this. First, kinematics, unencumbered by physics, provides the finest level of control necessary for animators to breathe life and personality into their characters. Second, this control is direct and history-free, in that the authored state of the character, set at any point in time is precisely observed upon playback and its impact on the animation is localized to a neighborhood around that time. Third, animator interaction with the time line is WYSIWYG (what-you-see-is-what-you-get), allowing them to scrub to various points in time and observe the character state without having to playback the entire animation. Secondary dynamics can be overlaid on primarily kinematic character motion to enhance the visceral feel of their characters. But unfortunately compromise the second and third reasons animators rely on pure kinematic control.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":"206"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83071453","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
Multiresolution attributes for tessellated meshes 细分网格的多分辨率属性
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159645
Henry Schäfer, Magdalena Prus, Quirin Meyer, J. Süßmuth, M. Stamminger
{"title":"Multiresolution attributes for tessellated meshes","authors":"Henry Schäfer, Magdalena Prus, Quirin Meyer, J. Süßmuth, M. Stamminger","doi":"10.1145/2159616.2159645","DOIUrl":"https://doi.org/10.1145/2159616.2159645","url":null,"abstract":"We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our representation by assigning signal samples to attributes of vertices generated by the hardware tessellator.\u0000 Contrary to texture mapping, our approach does not require any atlas generation, chartification, or uv-unwrapping. Thus, it does not suffer from texture-related artifacts, such as discontinuities across chart boundaries or distortion. Moreover, our approach allows specifying the optimal sampling rate adaptively on a per triangle basis, resulting in significant memory savings for most signal types.\u0000 We propose a signal optimal approach for converting arbitrary signals, including existing assets with textures or mesh colors, into our representation. Further, we provide efficient algorithms for mip-mapping, bi- and tri-linear interpolation directly in our representation. Our approach is optimally suited for displacement mapping: it automatically generates crack-free, view-dependent displacement mapped models enabling continuous level-of-detail.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"142 1","pages":"175-182"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78927160","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
Realtime volume rendering using precomputed photon mapping 实时体渲染使用预先计算的光子映射
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159663
Yubo Zhang, Z. Dong, K. Ma
{"title":"Realtime volume rendering using precomputed photon mapping","authors":"Yubo Zhang, Z. Dong, K. Ma","doi":"10.1145/2159616.2159663","DOIUrl":"https://doi.org/10.1145/2159616.2159663","url":null,"abstract":"In this poster, we present a volume rendering framework that achieves realtime rendering of global illumination effects for volume datasets, such as multiple scattering and volume shadow. This approach incorporates the volumetric photon mapping technique [Jensen and Christensen 1998] into the classical precomputed radiance transfer [Sloan et al. 2002] pipeline. Fig.1 shows that our method is successfully applied in both interactive graphics and scientific visualization applications.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"46 1","pages":"217"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74018410","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 reconstruction filter for plausible motion blur 一个重建过滤器为合理的运动模糊
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159639
M. McGuire, P. Hennessy, Michał Bukowski, Brian Osman
{"title":"A reconstruction filter for plausible motion blur","authors":"M. McGuire, P. Hennessy, Michał Bukowski, Brian Osman","doi":"10.1145/2159616.2159639","DOIUrl":"https://doi.org/10.1145/2159616.2159639","url":null,"abstract":"This paper describes a novel filter for simulating motion blur phenomena in real time by applying ideas from offline stochastic reconstruction. The filter operates as a 2D post-process on a conventional framebuffer augmented with a screen-space velocity buffer. We demonstrate results on video game scenes rendered and reconstructed in real-time on NVIDIA GeForce 480 and Xbox 360 platforms, and show that the same filter can be applied to cinematic post-processing of offline-rendered images and real photographs. The technique is fast and robust enough that we deployed it in a production game engine used at Vicarious Visions.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"2011 1","pages":"135-142"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86351135","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
Ray tracing visualization toolkit 光线追踪可视化工具包
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159628
C. Gribble, J. Fisher, Daniel Eby, E. Quigley, Gideon Ludwig
{"title":"Ray tracing visualization toolkit","authors":"C. Gribble, J. Fisher, Daniel Eby, E. Quigley, Gideon Ludwig","doi":"10.1145/2159616.2159628","DOIUrl":"https://doi.org/10.1145/2159616.2159628","url":null,"abstract":"The Ray Tracing Visualization Toolkit (rtVTK) is a collection of programming and visualization tools supporting visual analysis of ray-based rendering algorithms. rtVTK leverages layered visualization within the spatial domain of computation, enabling investigators to explore the computational elements of any ray-based renderer. Renderers utilize a library for recording and processing ray state, and a configurable pipeline of loosely coupled components allows run-time control of the resulting visualization. rtVTK enhances tasks in development, education, and analysis by enabling users to interact with a visual representation of ray tracing computations.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":"71-78"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91345193","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
A framework for rendering complex scattering effects on hair 一个用于渲染头发上复杂散射效果的框架
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159635
Xuan Yu, Jason C. Yang, J. Hensley, T. Harada, Jingyi Yu
{"title":"A framework for rendering complex scattering effects on hair","authors":"Xuan Yu, Jason C. Yang, J. Hensley, T. Harada, Jingyi Yu","doi":"10.1145/2159616.2159635","DOIUrl":"https://doi.org/10.1145/2159616.2159635","url":null,"abstract":"The appearance of hair plays a critical role in synthesizing realistic looking human characters. However, due to the high complexity in hair geometry and the scattering nature of hair fibers, rendering hair with photorealistic quality and at interactive speeds remains as an open problem in computer graphics. Previous approaches attempt to simplify the scattering model to only tackle a specific aspect of the scattering effects. In this paper, we present a new approach to simultaneously render complex scattering effects including volumetric shadows, transparency, and antialiasing under a unified framework. Our solution uses a shadow-ray path to produce volumetric self-shadows and an additional view-ray path to produce transparency. To compute and accumulate the contribution of individual hair fibers along each (shadow or view) path, we develop a new GPU-based k-buffer technique that can efficiently locate the K nearest scattering locations and combine them in the correct order. Compared with existing multi-layer based approaches[Kim and Neumann 2001; Yuksel and Keyser 2008; Sintorn and Assarsson 2009], we show that our k-buffer solution can more accurately reproduce the shadowing and transparency effects. Further, we present an anti-aliasing scheme that directly builds upon the k-buffer. We implement all three effects (volumetric shadows, transparency, and anti-aliasing) under a unified rendering pipeline. Experiments on complex hair models demonstrate that our new solution produces near photorealistic hair rendering at very interactive speed.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"114 1","pages":"111-118"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89923743","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: 19
4D parametric motion graphs for interactive animation 用于交互动画的4D参数化运动图形
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159633
D. Casas, M. Tejera, Jean-Yves Guillemaut, A. Hilton
{"title":"4D parametric motion graphs for interactive animation","authors":"D. Casas, M. Tejera, Jean-Yves Guillemaut, A. Hilton","doi":"10.1145/2159616.2159633","DOIUrl":"https://doi.org/10.1145/2159616.2159633","url":null,"abstract":"A 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls such as speed and direction are achieved by blending multiple mesh sequences of related motions. A real-time mesh sequence blending approach is introduced which combines the realistic deformation of previous non-linear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real-time based on surface shape and motion similarity. 4D parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"28 1","pages":"103-110"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73394907","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: 37
Animal reality 动物的现实
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159651
A. Sherstyuk
{"title":"Animal reality","authors":"A. Sherstyuk","doi":"10.1145/2159616.2159651","DOIUrl":"https://doi.org/10.1145/2159616.2159651","url":null,"abstract":"Life on Earth has many forms and every life form has its own version of reality, as reflected in the eyes of the viewer. These worlds are as real as the one that we know and all of them are equally fascinating. The multiverse of such \"animal realities\" can be explored in Virtual Reality, as described in this concept work.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"25 1","pages":"205"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86563330","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信