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Realistic rendering in architecture and product visualization 建筑和产品可视化中的逼真渲染
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214872
Jaroslav Křivánek, Christophe Chevallier, V. Koylazov, Ondrej Karlik, H. Jensen, T. Ludwig
In the recent years, VFX and computer animation witnessed a "path tracing revolution" during which most of the rendering technology has converged on the use of physically-based Monte Carlo techniques. This transition sparked a renewed interest in the topic of physically-based rendering but the focus has been almost exclusively on the application of these method in the movie industry. In the meantime, a significant segment of the realistic rendering market - that focusing on architectural, automotive, and product visualization - has been relying on the physically-based rendering technology since the beginning of the millennium. Despite that, relatively little attention in the communication at Siggraph has been so far paid to this market segment. The goal of this course is to fill this gap. We present user expectations in the "archviz" and product visualization markets and discuss the technological and engineering choices that these expectations imply on the rendering engines used in these fields. We juxtapose this technology to rendering for motion pictures and point out the most significant differences. Specifically, we discuss the pros and cons of CPU and GPU rendering, simple (unidirectional) vs. more advanced (bidirectional) light transport simulation methods, different approaches to "lookdev" and material design, artist workflows, and the integration of the renderers into the image creation pipeline. We conclude by discussing some open technological issues along with the constraints that the research community should consider so that the the developed methods respect the needs and expectations of the target user group.
近年来,VFX和计算机动画经历了一场“路径追踪革命”,在此期间,大多数渲染技术都集中在使用基于物理的蒙特卡罗技术。这种转变引发了人们对基于物理的渲染主题的新兴趣,但焦点几乎完全集中在这些方法在电影工业中的应用上。与此同时,现实渲染市场的一个重要部分——专注于建筑、汽车和产品可视化——从千禧年开始就一直依赖于基于物理的渲染技术。尽管如此,到目前为止,在Siggraph的交流中,对这一细分市场的关注相对较少。本课程的目标就是填补这一空白。我们提出了用户对“archviz”和产品可视化市场的期望,并讨论了这些期望对这些领域中使用的渲染引擎所隐含的技术和工程选择。我们将这项技术与电影渲染技术并置,并指出其中最显著的区别。具体来说,我们讨论了CPU和GPU渲染的利弊,简单的(单向)与更先进的(双向)光传输模拟方法,不同的“lookdev”和材料设计方法,艺术家工作流程,以及将渲染器集成到图像创建管道中。最后,我们讨论了一些开放的技术问题,以及研究界应该考虑的限制,以便开发的方法尊重目标用户群体的需求和期望。
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引用次数: 8
Applications of vision science to virtual and augmented reality 视觉科学在虚拟和增强现实中的应用
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214851
Anjul Patney, Marina Zannoli, Joohwan Kim, Robert Konrad, Frank Steinicke, M. Banks
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引用次数: 2
Path tracing in production 生产中的路径跟踪
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214864
Luca Fascione, Johannes Hanika, Rob Pieké, Ryusuke Villemin, C. Hery, Manuel N. Gamito, Luke Emrose, A. Mazzone
The last few years have seen a decisive move of the movie making industry towards rendering using physically based methods, mostly implemented in terms of path tracing. While path tracing reached most VFX houses and animation studios at a time when a physically based approach to rendering and especially material modelling was already firmly established, the new tools brought with them a whole new balance, and many new workflows have evolved to find a new equilibrium. Letting go of instincts based on hard-learned lessons from a previous time has been challenging for some, and many different takes on a practical deployment of the new technologies have emerged. While the language and toolkit available to the technical directors keep closing the gap between lighting in the real world and the light transport simulations ran in software, an understanding of the limitations of the simulation models and a good intuition of the tradeoffs and approximations at play are of fundamental importance to make efficient use of the available resources. In this course, the novel workflows emerged during the transitions at a number of large facilities are presented to a wide audience including technical directors, artists, and researchers.
在过去的几年里,电影制作行业在使用基于物理的方法进行渲染方面迈出了决定性的一步,主要是在路径追踪方面实现的。当路径追踪到达大多数VFX房子和动画工作室的时候,一个基于物理的方法来渲染,特别是材料建模已经牢固地建立起来,新工具带来了一个全新的平衡,许多新的工作流程已经发展到找到一个新的平衡。对一些人来说,放弃基于以往惨痛教训的直觉是一项挑战,许多不同的新技术的实际部署已经出现。虽然技术总监可用的语言和工具包不断缩小现实世界中的照明与软件中运行的光传输模拟之间的差距,但对模拟模型的局限性的理解以及对正在发挥的权衡和近似的良好直觉对于有效利用可用资源至关重要。在本课程中,在许多大型设施的过渡期间出现的新工作流程呈现给广泛的观众,包括技术总监,艺术家和研究人员。
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引用次数: 23
ACM SIGGRAPH 2018 Courses ACM SIGGRAPH 2018课程
Pub Date : 2018-08-12 DOI: 10.1145/3214834
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引用次数: 0
Deep learning: a crash course 深度学习:速成班
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214856
A. Glassner
Concepts, terminology, structures, no math, no code. Free open-source libraries do the hard work. My background: consultant, writer, director, etc.
概念,术语,结构,没有数学,没有代码。免费的开源库完成了艰苦的工作。我的背景:顾问、作家、导演等。
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引用次数: 2
3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation 虚拟现实和游戏的3D用户界面:3D选择、操作和空间导航
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214869
B. Riecke, J. Laviola, E. Kruijff
In this course, we will take a detailed look at different topics in the field of 3D user interfaces (3DUIs) for Virtual Reality and Gaming. With the advent of Augmented and Virtual Reality in numerous application areas, the need and interest in more effective interfaces becomes prevalent, among others driven forward by improved technologies, increasing application complexity and user experience requirements. Within this course, we highlight key issues in the design of diverse 3DUIs by looking closely into both simple and advanced 3D selection/manipulation and spatial navigation interface design topics. These topics are highly relevant, as they form the basis for most 3DUI-driven application, yet also can cause major issues (performance, usability, experience. motion sickness) when not designed properly as they can be difficult to handle. Within this course, we build on top of a general understanding of 3DUIs to discuss typical pitfalls by looking closely at theoretical and practical aspects of selection, manipulation, and navigation and highlight guidelines for their use.
在本课程中,我们将详细介绍虚拟现实和游戏3D用户界面(3DUIs)领域的不同主题。随着增强现实和虚拟现实在许多应用领域的出现,对更有效的界面的需求和兴趣变得普遍,其中包括改进的技术,不断增加的应用程序复杂性和用户体验要求。在本课程中,我们通过密切关注简单和先进的3D选择/操作和空间导航界面设计主题,突出了不同3D用户界面设计中的关键问题。这些主题是高度相关的,因为它们构成了大多数3d驱动应用程序的基础,但也可能导致重大问题(性能、可用性、体验)。晕车),如果设计不当,因为它们很难处理。在本课程中,我们建立在对3DUIs的一般理解之上,通过仔细研究选择,操纵和导航的理论和实践方面来讨论典型的陷阱,并突出其使用指南。
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引用次数: 12
Topics in real-time animation 实时动画主题
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214882
David Hunt, R. Lico, Michael Buttner
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引用次数: 5
Machine learning and rendering 机器学习和渲染
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214841
A. Keller, Jaroslav Křivánek, Jan Novák, Anton Kaplanyan, Marco Salvi
Machine learning techniques just recently enabled dramatic improvements in both realtime and offline rendering. In this course, we introduce the basic principles of machine learning and review their relations to rendering. Besides fundamental facts like the mathematical identity of reinforcement learning and the rendering equation, we cover efficient and surprisingly elegant solutions to light transport simulation, participating media, noise removal, and anti-aliasing.
机器学习技术最近在实时和离线渲染方面都取得了巨大的进步。在本课程中,我们介绍了机器学习的基本原理,并回顾了它们与渲染的关系。除了像强化学习的数学同一性和渲染方程这样的基本事实之外,我们还介绍了光传输模拟、参与媒体、噪声去除和抗锯齿的高效和令人惊讶的优雅解决方案。
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引用次数: 5
Fundamentals of color science 色彩科学基础
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214846
J. Ferwerda, David L. Long
Color is a fundamental aspect of our visual experience. For this reason color capture and display technologies play a central role in computer graphics and digital imaging. Color science is the discipline that studies the relationships between the physical and visual aspects of color, with the goal of developing tools and systems that facilitate the accurate measurement, representation, communication, and control of color. This course will introduce students to the fundamentals of color science and its applications in graphics and imaging. The first part of the course will introduce the physical and visual aspects of color, and will then focus on colorimetry, colorimetric imaging, color difference metrics, and color appearance models, and color in computer graphics. The second part of the course will then provide a survey of how the insights of color science have been implemented into standards and practices in the fields of photography, computer graphics, film, and video. In addition to explaining how standards such as sRGB, REC-709, REC-2020, and ACES are designed, this part of the course will discuss best-practice workflows to achieve accurate end-to-end color-managed results. Students who take this course will come away with an understanding of both the scientific foundations of color science and its practical uses in graphics and imaging.
颜色是我们视觉体验的一个基本方面。因此,彩色捕获和显示技术在计算机图形学和数字成像中起着核心作用。色彩科学是一门研究色彩的物理方面和视觉方面之间关系的学科,其目标是开发工具和系统,以促进对色彩的准确测量、表现、交流和控制。本课程将向学生介绍色彩科学的基础知识及其在图形和成像中的应用。课程的第一部分将介绍颜色的物理和视觉方面,然后将重点放在比色法、比色成像、色差度量、颜色外观模型和计算机图形学中的颜色。课程的第二部分将介绍色彩科学的见解如何在摄影、计算机图形、电影和视频领域的标准和实践中得到应用。除了解释sRGB, REC-709, REC-2020和ace等标准是如何设计的外,本课程的这一部分将讨论最佳实践工作流程,以实现准确的端到端色彩管理结果。参加本课程的学生将了解色彩科学的科学基础及其在图形和成像中的实际应用。
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引用次数: 3
Color in advanced displays: HDR, OLED, AR & VR 先进显示器的色彩:HDR, OLED, AR和VR
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214840
M. Murdoch
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引用次数: 0
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