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Advances in real-time rendering in games 游戏实时渲染技术的进步
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3264541
Guillaume Abadie, S. McAuley, Evegenii Golubev, S. Hill, Sébastien Lagarde
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引用次数: 53
Digital typography: 25 years of text rendering in computer graphics 数字排版:计算机图形学中25年的文字呈现
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214837
N. Rougier, B. Esfahbod
/60 INTRODUCTION • Digital Typography • Font Types & Formats • Text Rendering Pipeline
 PART I : TEXTURE BASED • Rasterization • Fast & Versatile (but ugly) • Fast & Beaufitul (but only 2D) 
 PART II : DISTANCE BASED • Signed Distance Fields • Single Channel • Arc approximation • Multiple Channels
 PART III : GEOMETRY BASED • Bézier curves & glyphs • GPU friendly • GPU only
 CONCLUSION • Beyond this course • Questions & answers TheLazy DIGITAL TYPOGRAPHY
/ 60介绍•数码排版•字体类型和格式我
•文本渲染管道部分:基于纹理•光栅化•快&多才多艺(但丑陋)•快& Beaufitul(但只有2 d)
第二部分:基于距离的领域•单通道••签署距离近似弧•多渠道
第三部分:基于几何•贝塞尔曲线&符号•GPU友好•GPU本课程之外唯一的结论
••问题&答案TheLazy数码排版
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引用次数: 1
A conceptual framework for procedural animation (CFPA) 程序动画(CFPA)的概念框架
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214835
D. Byun
This course presents a conceptual framework for procedural animation (CFPA) that defines and describes common language for a fundamental timing definition that can be used to design and drive procedural animation. The course will use both test and real production cases to illustrate these concepts. By following the CFPA, users can set up procedural animation rigs and tools in a highly organized and modularized way to facilitate authoring and reuse.
本课程介绍了程序动画(CFPA)的概念框架,定义和描述了可用于设计和驱动程序动画的基本时序定义的通用语言。本课程将使用测试和实际生产案例来说明这些概念。通过遵循CFPA,用户可以以高度组织化和模块化的方式建立程序化动画平台和工具,方便创作和重用。
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引用次数: 1
An introduction to physics-based animation 介绍基于物理的动画
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214849
Adam W. Bargteil, Tamar Shinar
Physics-based animation has emerged as a core area of computer graphics finding widespread application in the film and video game industries as well as in areas such as virtual surgery, virtual reality, and training simulations. This course introduces students and practitioners to fundamental concepts in physics-based animation, placing an emphasis on breadth of coverage and providing a foundation for pursuing more advanced topics and current research in the area. The course focuses on imparting practical knowledge and intuitive understanding rather than providing detailed derivations of the underlying mathematics. The course is suitable for someone with no background in physics-based animation---the only prerequisites are basic calculus, linear algebra, and introductory physics. We begin with a simple, and complete, example of a mass-spring system, introducing the principles behind physics-based animation: mathematical modeling and numerical integration. From there, we systematically present the mathematical models commonly used in physics-based animation beginning with Newton's laws of motion and conservation of mass, momentum, and energy. We then describe the underlying physical and mathematical models for animating rigid bodies, soft bodies, and fluids. Then we describe how these continuous models are discretized in space and time, covering Lagrangian and Eulerian formulations, spatial discretizations and interpolation, and explicit and implicit time integration. In the final section, we discuss commonly used constraint formulations and solution methods.
基于物理的动画已经成为计算机图形学的一个核心领域,在电影和视频游戏行业以及虚拟手术、虚拟现实和训练模拟等领域得到了广泛的应用。本课程向学生和实践者介绍了基于物理的动画的基本概念,强调了覆盖范围的广度,并为追求该领域更高级的主题和当前的研究提供了基础。课程侧重于传授实用知识和直观理解,而不是提供基础数学的详细推导。本课程适合没有物理动画背景的人-唯一的先决条件是基本微积分,线性代数和入门物理。我们从一个简单而完整的质量弹簧系统的例子开始,介绍了基于物理的动画背后的原理:数学建模和数值积分。从那里,我们系统地呈现了通常用于物理动画的数学模型,从牛顿的运动定律和质量、动量和能量守恒开始。然后,我们描述了动画刚体、软体和流体的基本物理和数学模型。然后,我们描述了这些连续模型如何在空间和时间上离散化,包括拉格朗日和欧拉公式,空间离散和插值,以及显式和隐式时间积分。在最后一节,我们讨论了常用的约束公式和求解方法。
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引用次数: 0
Introduction to DirectX raytracing DirectX光线追踪简介
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3231814
Chris Wyman, Shawn Hargreaves, P. Shirley, Colin Barré-Brisebois
Modern graphics APIs such as DirectX 12 expose low-level hardware access and control to developers, often resulting in complex and verbose code that can be intimidating for novices. In this chapter, we hope to demystify the steps to set up and use DirectX for ray tracing.
像DirectX 12这样的现代图形api向开发人员暴露了低级硬件访问和控制,通常会导致复杂和冗长的代码,这可能会让新手望而生畏。在本章中,我们希望揭开设置和使用DirectX进行光线追踪的步骤。
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引用次数: 32
Moving mobile graphics 移动移动图形
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214857
Sam Martin
A device you can wear or keep in your pocket has less power and thermal budget than a typical desktop device by several orders of magnitude, but with similar user experience expectations. Wearable VR and AR headsets accentuate these challenges while also increasing the demand for computation. To meet these graphical demands while keeping within a mobile form factor requires scrutiny of all aspects of modern graphics, from hardware design and associated graphics APIs, to OS and system considerations, to the algorithms and techniques employed. This half-day course provides a technical introduction to mobile graphics spanning the hardware-software spectrum and explores the state of the art with practitioners at the forefront of their field. We look at the impact of XR on hardware, software and OS, quantified best practices in real-time rendering and computer vision research on mobile devices.
可以随身携带或放在口袋里的设备比典型的桌面设备功耗和热预算低几个数量级,但用户体验期望相似。可穿戴式VR和AR头显加剧了这些挑战,同时也增加了对计算的需求。为了满足这些图像需求,同时保持手机的外形因素,需要仔细检查现代图像的各个方面,从硬件设计和相关图形api,到操作系统和系统考虑,再到所采用的算法和技术。这个为期半天的课程提供了跨越硬件软件频谱的移动图形技术介绍,并探索了其领域最前沿的从业人员的艺术状态。我们着眼于XR对硬件,软件和操作系统的影响,量化实时渲染和移动设备计算机视觉研究的最佳实践。
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引用次数: 0
Story: it's not just for writers... anymore! 故事:这不仅仅是作家的专利……了!
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214839
C. Caldwell
This course has been designed for technical directors, artists, animators, modelers, programmers, and designers whose work is essential in making "the story" come to life. This information can be particularly useful when communicating with screenwriters, directors, producers, and supervisors. This course answers the question "what is story?" (and you don't even have to take a course in screenwriting). Entertaining with numerous clips to show how this has been used in animation and VFX. The purpose is to take the mystery out of "what is story" for those programmers, artists, and game designers whose work is essential in making Animation, VFX, and Games successful. The attendees will know the basic elements of story, so the next time a producer or director talk about what they want for the story, they will know what specific story benchmarks the producer/director are trying to meet in connecting emotionally with an audience. This course will build from the knowledge that story "is a sequence of events (acts) that builds to a climax...." and then lays out the universal elements of story that make up plot, character development, and narrative structure. This course emphasizes story elements in context (i.e. theme, character, setting, conflict etc.) and their relationship to classic story structure (i.e. setup, inciting incident, rising action, climax, resolution etc.). It analyzes conflict (i.e. internal, external, environmental), turning points, cause & effect, archetype vs stereotypes, inciting incident, and how choice defines character. In all stories there must be questions raised: What is at stake (i.e. survival, safety, love, esteem, etc.)? What is going to motivate (inciting incident) the main character (protagonist)? Will that be enough to move them from the ordinary (where they are comfortable) to go out into a different world (where the action takes place), and How will the character "change"(necessary for all dramatic stories)? These are just a few of the storytelling elements necessary to structure a solid story. This course is for all whose work makes the story better but their job isn't creating the story.
本课程专为技术总监,艺术家,动画师,建模师,程序员和设计师而设计,他们的工作对于使“故事”栩栩如生至关重要。这些信息在与编剧、导演、制片人和监制沟通时尤其有用。本课程回答了“什么是故事?”(你甚至不需要参加编剧课程)。娱乐与众多剪辑,以显示如何这已被用于动画和视觉特效。其目的是为程序员、美工和游戏设计师揭开“故事是什么”的神秘面纱,他们的工作对动画、视觉特效和游戏的成功至关重要。与会者将了解故事的基本元素,所以下次制作人或导演谈论他们想要的故事内容时,他们将知道制作人/导演试图与观众建立情感联系的具体故事基准是什么。本课程将建立从知识的故事“是一系列事件(行为),建立到高潮....”,然后列出了故事的普遍元素,构成情节,人物发展和叙事结构。本课程强调上下文中的故事元素(即主题,人物,设置,冲突等)以及它们与经典故事结构(即设置,煽动事件,上升动作,高潮,解决等)的关系。它分析了冲突(即内部,外部,环境),转折点,因果,原型vs刻板印象,煽动事件,以及选择如何定义角色。在所有的故事中都必须提出这样的问题:什么是利害攸关的(即生存、安全、爱、尊重等)?什么会激发(煽动事件)的主角(主角)?这是否足以将他们从平凡(他们感到舒适的地方)转移到一个不同的世界(行动发生的地方),以及角色将如何“改变”(对于所有戏剧性的故事都是必要的)?这些只是构建一个可靠的故事所必需的一些叙事元素。这门课程是为所有那些让故事变得更好,但他们的工作不是创造故事的人准备的。
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引用次数: 0
Introduction to the Vulkan Graphics API Vulkan Graphics API简介
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214848
M. Bailey
"Vulcan is the god of fire including the fire of volcanoes, metalworking, and the forge in ancient Roman religion and myth. Vulcan is often depicted with a blacksmith's hammer.The Vulcanalia was the annual festival held August 23 in his honor. His Greek counterpart is Hephaestus, the god of fire and smithery. In Etruscan religion, he is identified with Sethlans.
“火神是火神,在古罗马宗教和神话中代表火山之火、金属加工和锻造。火神经常被描绘成拿着铁匠的锤子。火神节是每年8月23日为纪念他而举行的节日。他的希腊对手是赫菲斯托斯,火与锻造之神。在伊特鲁里亚宗教中,他被认为是塞特兰人。
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引用次数: 2
Getting started with webGL and three.js 开始使用webGL和three.js
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214861
Edward Angel, Eric Haines, D. Shreiner
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引用次数: 1
Monte Carlo methods for physically based volume rendering 基于物理体绘制的蒙特卡罗方法
Pub Date : 2018-08-12 DOI: 10.1145/3214834.3214880
Jan Novák, Iliyan Georgiev, Johannes Hanika, Jaroslav Křivánek, Wojciech Jarosz
We survey methods that utilize Monte Carlo (MC) integration to simulate light transport in scenes with participatingmedia. The goal of this course is to complement a recent Eurographics 2018 stateof-the-art report providing a broad overview of most techniques developed to date, including a few methods from neutron transport, with a focus on concepts that are most relevant to CG practitioners. The wide adoption of path-tracing algorithms in high-end realistic rendering has stimulated many diverse research initiatives aimed at efficiently rendering scenes with participatingmedia. More computational power has enabled holistic approaches that tie volumetric effects and surface scattering together and simplify authoring workflows. Methods that were previously assumed to be incompatible have been unified to allow renderers to benefit from each method’s respective strengths. Generally, investigations have shifted away from specialized solutions, e.g. for singleor multiplescattering approximations or analytical methods, towards the more versatile Monte Carlo algorithms that are currently enjoying a widespread success in many production settings. The goal of this course is to provide the audience with a deep, up-to-date understanding of key techniques for free-path sampling, transmittance estimation, and light-path construction in participating media, including those that are presently utilized in production rendering systems. We present a coherent overview of the fundamental building blocks and we contrast the various advanced methods that build on them, providing attendees with guidance for implementing existing solutions and developing new ones. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). SIGGRAPH ’18 Courses, August 12-16, 2018, Vancouver, BC, Canada © 2018 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-5809-5/18/08. https://doi.org/10.1145/3214834.3214877 CCS CONCEPTS • Computing methodologies → Computer graphics; Rendering; Ray tracing;
我们调查了利用蒙特卡罗(MC)集成来模拟具有参与媒体的场景中的光传输的方法。本课程的目标是补充最近的Eurographics 2018年最先进的报告,提供迄今为止开发的大多数技术的广泛概述,包括中子输运的一些方法,重点是与CG从业者最相关的概念。路径跟踪算法在高端逼真渲染中的广泛应用激发了许多不同的研究活动,旨在有效地使用参与媒体渲染场景。更多的计算能力使整体方法能够将体积效应和表面散射结合在一起,并简化创作工作流程。以前被认为不兼容的方法已经统一,以允许呈现程序从每个方法各自的优势中受益。一般来说,研究已经从专门的解决方案,例如单散射或多散射近似或分析方法,转向更通用的蒙特卡罗算法,目前在许多生产环境中取得了广泛的成功。本课程的目标是为观众提供对自由路径采样,透射率估计和光路构建的关键技术的深入,最新的理解,包括目前在生产渲染系统中使用的媒体。我们对基本构建块进行了连贯的概述,并对比了建立在它们之上的各种高级方法,为与会者提供了实施现有解决方案和开发新解决方案的指导。允许制作部分或全部作品的数字或硬拷贝供个人或课堂使用,但不收取任何费用,前提是制作或分发副本不是为了盈利或商业利益,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。2018年8月12日至16日,加拿大温哥华,SIGGRAPH ' 18课程©2018版权归所有人/作者所有。Acm isbn 978-1-4503-5809-5/18/08。https://doi.org/10.1145/3214834.3214877 CCS概念•计算方法→计算机图形学;呈现;射线追踪;
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引用次数: 22
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ACM SIGGRAPH 2018 Courses
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