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SIGGRAPH 2015: Studio最新文献

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Build your own game controller 制作自己的游戏控制器
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792700
J. Spjut
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引用次数: 0
Design considerations in creating t-shirt artwork for direct-to-garment digital printing 为服装直接数码印花制作t恤艺术品时的设计考虑
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792725
E. Murphy
With the increased popularity of direct-to-garment printing, as well as crowdsourcing t-shirt design and printing websites, more individual designers may want to expand their skillset to include t-shirt design.
随着直接印刷服装的日益普及,以及众包t恤设计和印刷网站,更多的个人设计师可能希望扩大他们的技能,包括t恤设计。
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引用次数: 0
Siggraph studio workshop: how to make almost anything Siggraph工作室工作坊:如何制作几乎任何东西
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792721
Nadya Peek, J. Coleman
classroom use is granted without fee provided that copies are not made or distributed for 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.
课堂使用是免费的,前提是副本不是为了商业利益而制作或分发的,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。
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引用次数: 0
Keeping it real: the making of Lumino City 保持真实:《Lumino City》的制作
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2793679
D. Fountain
State of Play Games are known for making games by hand. They demonstrate the unique benefits of using physical models in their games and explain some of the technical challenges they faced along the way. The process makes the games's aesthetic unique and allows artists to create with methods that come naturally A truly unique way to make a game. Everything you see on screen was made using paper, cardboard and glue. Resulting in building a 10 foot high model city, using laser cutting plus miniature lights and motors to bring it to life. A cross disciplinary team worked on Lumino City. State of Play collaborated with award-winning architects, fine-artists, prop-makers and animators, each discipline brought something unique to the design and execution of the finished game. This interactive piece took a lot of technical tricks and brand new techniques that they would love to share with you. Developer Daniel Fountain will explain their vision, show the behind-the-scenes production of the real-life city and demonstrate how they used photo, video digital effects to make the whole thing interactive.
State of Play Games以手工制作游戏而闻名。他们展示了在游戏中使用物理模型的独特好处,并解释了他们在此过程中面临的一些技术挑战。这一过程使游戏具有独特的美感,并允许美工使用自然的方法进行创作,这是制作游戏的真正独特方法。你在屏幕上看到的一切都是用纸、纸板和胶水做成的。最终建造了一个10英尺高的模型城市,使用激光切割加上微型灯和马达将其带入生活。《Lumino City》是一个跨学科的团队。State of Play与屡获殊荣的建筑师、美术人员、道具制作人员和动画师合作,每个学科都为最终游戏的设计和执行带来了独特的东西。这个互动作品采用了很多技术技巧和全新的技术,他们很乐意与你分享。开发者丹尼尔·方丹(Daniel Fountain)将解释他们的愿景,展示真实城市的幕后制作,并演示他们如何使用照片、视频数字效果使整个事物具有互动性。
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引用次数: 0
PANORAMICAL PANORAMICAL
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2797413
Fernando F. Ramallo, B. Byrne
PANORAMICAL is a digital anthology of musical landscapes with analog controls. It is a collection of places that morph to your touch using a MIDI controller or a game controller. Initially conceived as an installation piece, players twist knobs on a custom-built controller and morph a constantly moving abstract landscape PANORAMICAL player control shapes as well as sounds to create an immersive playful experience at their own pace. It's been showcased in dozens of events around the world and it's now in development for PC and Mac as a downloadable title.
PANORAMICAL是一个数字选集的音乐景观与模拟控制。它是一个地方的集合,变形到你的触摸使用MIDI控制器或游戏控制器。最初的设想是作为一个装置作品,玩家在一个定制的控制器上旋转旋钮,改变一个不断移动的抽象景观。全景玩家控制形状和声音,以自己的节奏创造一个身临其境的有趣体验。它已经在世界各地的许多活动中展示过,现在正在开发PC和Mac的可下载游戏。
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引用次数: 0
Mirror mirror: an on-body clothing design system 镜镜:一套贴身服装设计系统
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792961
D. Saakes, H. Yeo, Seungtak Noh, Gyeol Han, Woontack Woo
When choosing what to wear, people often use mirrors to try clothing items and see the fit on their body. What if we can not only evaluate items in front of the mirror but also design items and have them fabricated on the spot?
在选择穿什么衣服时,人们经常用镜子来试穿衣服,看看是否适合自己的身体。如果我们不仅可以在镜子前评估项目,还可以设计项目并在现场制作呢?
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引用次数: 0
Mirror mirror: an on-body clothing design system 镜镜:一套贴身服装设计系统
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792691
D. Saakes, H. Yeo, Seungtak Noh, Gyeol Han, Woontack Woo
When choosing what to wear, people often use mirrors to try clothing items and see the fit on their body. What if we can not only evaluate items in front of the mirror but also design items and have them fabricated on the spot?
在选择穿什么衣服时,人们经常用镜子来试穿衣服,看看是否适合自己的身体。如果我们不仅可以在镜子前评估项目,还可以设计项目并在现场制作呢?
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引用次数: 10
Developing stylized trees and landscapes inspired by Eyvind Earle 受艾文德·厄尔的启发,设计出风格化的树木和景观
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792558
Laura K. Murphy, Philip Galanter
This work uses Houdini to explore methods of generating and rendering landscapes stylized to mimic the artwork of artist Eyvind Earle (1916-2000). I present general guidelines and procedural characterizations of various trees, a forest, cliffs, mountains, an ocean, and waves. I developed methods for matching the shapes of the objects, relying on noise, L-systems, and other constraints. The graphic style places importance on the shape of the geometry, as it is rendered with simple toon-based shading techniques. Additionally, any intricate details are portrayed with point or line geometry instead of a traditional shader to mimic fine illustrative brushwork. Carefully chosen color palettes, separate shadow geometry, and level-of-detail rules also add to the likeness of Earle's style.
这项工作使用胡迪尼探索的方法产生和渲染风景风格化模仿艺术家埃文德厄尔(1916-2000)的艺术作品。我提出了各种树木、森林、悬崖、山脉、海洋和波浪的一般指导方针和程序特征。我开发了匹配物体形状的方法,依赖于噪声、l系统和其他约束。图形风格强调几何形状,因为它是用简单的基于香椿的阴影技术渲染的。此外,任何复杂的细节描绘与点或线几何,而不是传统的着色器,以模仿精细的说明性的笔触。精心挑选的调色板,单独的阴影几何,和层次的细节规则也增加了厄尔的风格的相似性。
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引用次数: 1
Design machines 设计机器
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792578
Nadya Peek, J. Coleman
Hardware and software are disjoint in their representations, their production methods, and their validation. Machine design, machine building, and machine control have historically taken place separately, and correspondingly, machine tools are not well integrated systems addressing an automation or fabrication need. However, digital fabrication tools are becoming increasingly ubiquitous. Digital fabrication introduces precision and accuracy to the prototyping process. Without requiring a craftman's attention to toolmaking, users can prototype tools for rapid prototyping-- the precision and repeatability required is now readily available. Rapid prototyping tools can become one-off interventions tailored for a task at hand. In this studio course, we will condense the steps of prototyping rapid prototyping equipment into an afternoon. We will use the Modular Machines that Make Construction Kit, which offers modular software, hardware, and end effectors for users to prototype with. The Modular Machines that Make project uses 1-axis motion stages that can be connected together in different configurations to produce different motion systems. For example, 2 stages placed together horizontally can make a XY stage, or 3 stages can give 3 axis motion. The stages themselves are made out of laser cut cardboard, and their design can be parametrically modified to accommodate different work envelopes. To prototype the control systems and software for the machines, users will use the pyGestalt machine control library and corresponding network-programmable hardware nodes. The end effectors for the machines can be prototyped on the fly, but the construction kit also contains a variety of end effectors as a point of departure, including milling heads, 3d printing heads, plotter heads, usb microscopes, and syringe pumps. By spanning the layers of implementation (in mechanics, in electronics, and in software), users will be able to think of designing digital fabrication tools as a cohesive whole, instead of the disjoint application of a variety of different fields. This kind of remix prototyping will create new kinds of CAD/CAM/machine tools that can better address the individual needs of the users. Simultaneously, this kind of accessible automation explores broader applications of precision-- by lowering the threshold to precise, repeatable automation, users can e.g. start automating a production run of 100 units, or a biology experiment that would be tedious to pipette by hand, or the synthesis of a material. By the end of the course, the users will have an understanding of the subcomponents of machine and machine interface design and how a machine system is integrated. The course will be hands-on, and by the end of the course participants will have created a working machine, as well as discussed distributed manufacturing, rapid prototyping, and advanced manufacturing and automation.
硬件和软件在它们的表示、它们的生产方法和它们的验证方面是分离的。机器设计、机器制造和机器控制在历史上是分开进行的,相应地,机床也不是解决自动化或制造需求的很好的集成系统。然而,数字制造工具正变得越来越普遍。数字制造为原型制作过程引入了精度和准确性。不需要工匠的注意工具制作,用户可以原型快速原型的工具-所需的精度和可重复性现在是现成的。快速原型工具可以成为针对手头任务量身定制的一次性干预。在这个工作室的课程中,我们将把快速成型设备的原型制作步骤浓缩成一个下午。我们将使用模块化机器,使建设工具包,它提供模块化软件,硬件和终端执行器的用户原型。模块化机器制造项目使用1轴运动阶段,可以以不同的配置连接在一起,以产生不同的运动系统。例如,水平放置在一起的2个阶段可以形成XY阶段,或者3个阶段可以形成3轴运动。舞台本身是由激光切割纸板制成的,它们的设计可以参数化修改,以适应不同的工作信封。为了对机器的控制系统和软件进行原型设计,用户将使用pyGestalt机器控制库和相应的网络可编程硬件节点。机器的末端执行器可以在飞行中原型,但施工套件还包含各种末端执行器作为出发点,包括铣削头,3d打印头,绘图头,usb显微镜和注射器泵。通过跨越实现层(机械、电子和软件),用户将能够将设计数字制造工具视为一个有凝聚力的整体,而不是各种不同领域的脱节应用。这种混合原型将创造出新型的CAD/CAM/机床,可以更好地满足用户的个性化需求。同时,这种可访问的自动化探索了更广泛的精度应用——通过降低精确、可重复自动化的门槛,用户可以开始自动化100个单位的生产运行,或者手工移液繁琐的生物实验,或者材料的合成。在课程结束时,使用者将了解机器的子组件和机器接口设计以及如何集成机器系统。课程将是动手,并在课程结束时,参与者将创建一个工作机器,以及讨论分布式制造,快速原型,先进的制造和自动化。
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引用次数: 18
Authoring of procedural environments in "the Blacksmith" realtime short 在“the Blacksmith”实时短片中编写过程环境
Pub Date : 2015-07-31 DOI: 10.1145/2785585.2792577
V. Efremov
"The Blacksmith" is a realtime short film set in a compelling Nordic setting and telling a story of a cursed smith. The art direction of the short required development of a more detailed environment that is typical to most AAA games and aimed to capture filmic feel. We achieved this goal in a very cost-efficient manner suitable for a small-sized team (<10) by leveraging art-driven procedural asset creation for environments.
《铁匠》是一部实时短片,以引人注目的北欧背景为背景,讲述了一个被诅咒的铁匠的故事。这款短片的美术指导需要开发一个更详细的环境,这是大多数AAA游戏的典型特点,旨在捕捉电影的感觉。我们通过利用美术驱动的程序资产创造环境,以一种非常经济有效的方式实现了这一目标,这种方式适用于小型团队(小于10人)。
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SIGGRAPH 2015: Studio
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