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ACM SIGGRAPH 2017 Talks最新文献

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Production ready MPM simulations 生产就绪的MPM模拟
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085066
G. Klár, Jeff Budsberg, Matt Titus, Stephen Jones, K. Museth
We present two complementary techniques for Material Point Method (MPM) based simulations to improve their performance and to allow for fine-grained artistic control. Our entirely GPU-based solver is able perform up to five times faster than its multithreaded CPU counterpart as a result of our novel particle and grid transfer algorithms. On top of this, we introduce Adaptive Particle Activation, that both makes it possible to simulate only a reduced number of particles, and to give artists means for fine direction over the simulation.
我们提出了两种互补的技术材料点法(MPM)为基础的模拟,以提高他们的性能,并允许细粒度的艺术控制。我们完全基于gpu的求解器的执行速度比其多线程CPU对手快五倍,这是我们新颖的粒子和网格传输算法的结果。除此之外,我们还引入了自适应粒子激活,这既可以模拟减少数量的粒子,又可以为美工提供模拟的精细方向。
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引用次数: 4
Importance sampling of many lights with adaptive tree splitting 重要的采样许多灯与自适应树分裂
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085028
Alejandro Conty Estevez, Christopher D. Kulla
We present a technique to importance sample large collections of lights. A bounding volume hierarchy over all lights is traversed at each shading point using a single random number in a way that importance samples their predicted contribution. We further improve the performance of the algorithm by forcing splitting until the importance of a cluster is sufficiently representative of its contents.
我们提出了一种对大量光线进行采样的技术。在每个阴影点上使用单个随机数遍历所有灯光的边界体层次结构,以重要采样其预测贡献的方式。我们通过强制分割进一步提高算法的性能,直到集群的重要性足以代表其内容。
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引用次数: 41
Cloudy with a chance of rendering 多云,有渲染的机会
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085041
D. Bergel, C. Dibble, Pauline Koh, James Pearson, Hannes Ricklefs
Disney's The Jungle Book required MPC to deliver work of an unprecedented visual complexity and quality. To enable Disney to fully realise their creative vision, MPC wanted to ensure it had burst compute capacity available through flexible and scalable cloud based resources. The major technical challenge was to provide this burst capacity whilst meeting the strict security requirements of our client, something which had not previously been achieved for a production of this scale or sensitivity. The project needed dedicated resources across Technology, Operations and Production to holistically capture and address everyone's requirements and process constraints. Across all these domains the project was considered a huge success. This talk presents the key challenges faced including a technical overview of the architecture, the essential management tools, and the interaction with production from identifying appropriate job types to effective utilisation of these virtual resources.
迪士尼的《奇幻森林》要求MPC提供前所未有的视觉复杂性和质量。为了使迪士尼能够充分实现他们的创意愿景,MPC希望通过灵活和可扩展的基于云的资源确保其具有突发计算能力。主要的技术挑战是在满足客户严格的安全要求的同时提供这种突发能力,这是以前在这种规模或灵敏度的生产中没有实现的。该项目需要跨技术、运营和生产的专用资源,以全面捕获和处理每个人的需求和过程约束。在所有这些领域,这个项目被认为是一个巨大的成功。本讲座介绍了所面临的主要挑战,包括架构的技术概述,基本的管理工具,以及从确定适当的工作类型到有效利用这些虚拟资源与生产的互动。
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引用次数: 0
Proxy clouds for RGB-D stream processing: an insight RGB-D流处理的代理云:洞察
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085031
Adrien Kaiser, J. A. Zepeda, T. Boubekeur
Modern RGB-D sensors are widely used for indoor 3D capture, with applications ranging from modeling to robotics, through gaming. Nevertheless, their use is limited by their low resolution, with frames often corrupted with noise, missing data and temporal inconsistencies. In order to cope with all these issues, we present Proxy Clouds, a multiplanar superstructure for unified real-time processing of RGB-D data. By generating and updating through time a single set of rich statistics parameterized over planar proxies from raw RGB-D data, several processing primitives can be applied to improve the quality of the RGB-D stream on-the-fly or lighten further operations. We illustrate the use of Proxy Clouds on several applications, including noise and temporal flickering removal, hole filling, resampling, color processing and compression. We present experiments performed with our framework in indoor scenes of different natures captured with a consumer depth sensor.
现代RGB-D传感器广泛用于室内3D捕捉,应用范围从建模到机器人,再到游戏。然而,它们的使用受到低分辨率的限制,帧经常被噪声、丢失数据和时间不一致所破坏。为了解决这些问题,我们提出了代理云,一种用于统一实时处理RGB-D数据的多平面上层结构。通过从原始RGB-D数据生成和更新一组丰富的平面代理参数化统计数据,可以应用几个处理原语来提高实时RGB-D流的质量或减轻进一步的操作。我们举例说明了代理云在几个应用程序中的使用,包括噪声和暂时闪烁去除、孔填充、重采样、颜色处理和压缩。我们展示了用我们的框架在消费者深度传感器捕获的不同性质的室内场景中进行的实验。
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引用次数: 3
Beyond "cosmos laundromat": blender's open source studio pipeline 超越“宇宙洗衣店”:blender的开源工作室管道
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085159
Ton Roosendaal, Francesco Siddi
For "Cosmos Laundromat" - CAF 2016 Jury Award winner - the Blender team, headed by CG pioneer and producer Ton Roosendaal, developed and used a complete open source creation pipeline. The team released several other shorts since then, including a 360-degrees VR experience and a pitch for the feature animation film "Agent 327". Developing and sharing open source technologies is a great challenge, and leads to great benefits for the small and medium animation studios.
对于《宇宙洗衣房》——CAF 2016评审团奖得主——由CG先锋和制作人Ton Roosendaal领导的Blender团队,开发并使用了一个完整的开源创作管道。自那以后,该团队还发布了其他几部短片,包括360度VR体验和动画电影《特工327》的宣传短片。开发和共享开源技术是一个巨大的挑战,为中小型动画工作室带来了巨大的好处。
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引用次数: 1
Moana: performing water 莫阿娜:表演水
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085091
Ben Frost, A. Stomakhin, Hiroaki Narita
For Disney's Moana, water was a dominant part of island life, in fact it had a life of itfis own. Presenting itself as a character, water was ever present, in a multitude of shapes and scales. An end-to-end water pipeline was developed for this film [Garcia et al. 2016], including the creation of proprietary fluid APIC solver [Jiang et al. 2015] named Splash. This gave us physically accurate simulations. The challenge with performing water was to provide art-directed simulations, defying physics, yet remaining in a grounded sense of possibility. Incorporating natural swells and flows to support the building of designed shapes limited anthropomorphic features, and played to our goal of communicating that this character is the ocean as a whole.
在迪斯尼的《海洋奇缘》中,水是岛屿生活的主要组成部分,事实上,它有自己的生命。水就像一个人物一样,以各种各样的形状和尺度出现。为该电影开发了端到端水管道[Garcia等人,2016],包括创建专有的流体APIC求解器[Jiang等人,2015],名为Splash。这给了我们物理上准确的模拟。表演水的挑战在于提供以艺术为导向的模拟,无视物理,但仍保持一种基本的可能性。结合自然的起伏和流动来支持建筑的设计形状,限制了拟人化的特征,并发挥了我们的目标,即传达这个角色是整个海洋。
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引用次数: 11
Moana: crashing waves 莫阿娜:汹涌的海浪
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085056
D. Byun, A. Stomakhin
We used two different solutions for generating crashing waves for more than 40 shots in Moana. Our profile curve based wave deformer was developed and used for art-directed design of shapes, motion, and composition of running and crashing waves. In contrast to previously developed wave deformers, we designed a cross section shape animation by providing a series of profile curves which represented the animation keys. These profile curves could be hand plotted curves or mathematically calculated changing profiles, which means any kind of choreographic touch could be applied for designing the wave shapes. We could design multiple crashing waves for huge scale tsunami scenes and we could art direct the timing and composition of the waves which would fit well with the character animation and camera works. For scenarios demanding more realism, motion complexity and physical accuracy, we adopted a fully simulated approach. Our APIC-based fluid solver [Jiang et al. 2015] was equipped with control mechanisms allowing us to precisely choreograph the motion of breaking waves to the needs of a specific shot. Though more expensive than procedural approaches, this solution was much more preferable for "hero" shots with close up interaction with boats and characters.
在《莫阿纳》中,我们使用了两种不同的解决方案来产生40多个镜头的撞击波。我们的基于轮廓曲线的波浪变形器被开发并用于以艺术为导向的形状设计,运动,以及运行和碰撞波的组成。与之前开发的波浪变形器不同,我们通过提供一系列代表动画键的轮廓曲线来设计横截面形状动画。这些轮廓曲线可以是手工绘制的曲线,也可以是数学计算的变化轮廓,这意味着任何一种编排的触摸都可以用于设计波浪的形状。我们可以为大规模的海啸场景设计多个海浪,我们可以艺术指导海浪的时间和构图,这将非常适合角色动画和镜头作品。对于需要更多真实感、运动复杂性和物理准确性的场景,我们采用了完全模拟的方法。我们基于apic的流体求解器[Jiang et al. 2015]配备了控制机制,使我们能够精确地编排破碎波的运动,以满足特定镜头的需要。尽管比程序方法更昂贵,但这种解决方案更适合与船只和角色进行近距离互动的“英雄”镜头。
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引用次数: 1
Programmable buildings: architecture as an interaction interface powered with programmable matter 可编程建筑:作为可编程物质驱动的交互界面的建筑
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085164
A. Zarzycki, Martina Decker
Adaptive designs and intelligent spaces are in the forefront of the current architectural and product design discourse. They engage users in interactive dialogue, allow for public domain authoring, and are critical factors in sustainable designs where buildings monitor their own performance and respond to environmental factors or user needs (figure 1).
适应性设计和智能空间是当前建筑和产品设计话语的前沿。它们让用户参与互动对话,允许公共领域的创作,并且是可持续设计中的关键因素,在可持续设计中,建筑可以监控自身的性能并响应环境因素或用户需求(图1)。
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引用次数: 0
Interactive environment creation with sprout 用萌芽创造互动环境
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085046
Daniela Hasenbring, Jeremy Hoey
Sprout is our proprietary Maya-based tool for hand-dressing digital environments with large quantities of high-resolution assets like trees, plants and rocks. It was developed at Sony Picture Imageworks (SPI) to address the need for an interactive artist-friendly tool that was fully integrated into SPIfis existing pipeline. Prior to the development of Sprout, environment dressing at SPI was done primarily in Houdini or procedurally at render-time and was thus the province of FX TDs. In Sprout, artists can load any asset and quickly fipaintfi instances onto any other geometry using a brush paradigm familiar to anyone who has used Photoshop. Sophisticated lightweight OpenGL representations keep performance nimble, and all instances remain fully editable by the artist to allow for highly art-directed environment dressing. Sprout has made environment dressing at SPI available to a larger variety of artists, being leveraged most recently for photoreal jungle environments for an upcoming VFX motion picture as shown in Figure 1.
Sprout是我们专有的基于玛雅的工具,用于手工修饰大量高分辨率资产(如树木,植物和岩石)的数字环境。它是由索尼影业(SPI)开发的,以满足对交互式艺术家友好工具的需求,该工具完全集成到SPI现有的管道中。在Sprout开发之前,SPI的环境修饰主要是在Houdini或在渲染时程序化地完成的,因此是FX td的领域。在Sprout,艺术家可以加载任何资产和快速fipaintfi实例到任何其他几何体上,使用任何人都熟悉的画笔范例使用Photoshop。复杂的轻量级OpenGL表示保持性能灵活,并且所有实例都可以由艺术家完全编辑,以允许高度艺术导向的环境修饰。Sprout已经在SPI为更多的艺术家提供了环境装扮,最近被用于即将到来的VFX电影的真实丛林环境,如图1所示。
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引用次数: 1
Beyond foveal rendering: smart eye-tracking enabled networking (SEEN) 超越中央凹渲染:智能眼动追踪网络(SEEN)
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085163
Konrad Tollmar, P. Lungaro, A. Valero, Ashutosh Mittal
Smart Eye-tracking Enabled Networking (SEEN) is a novel end-to-end framework using real-time eye-gaze information beyond state-of-the-art solutions. Our approach can effectively combine the computational savings of foveal rendering with the bandwidth savings required to enable future mobile VR content provision.
智能眼动追踪网络(SEEN)是一种新颖的端到端框架,使用实时眼球注视信息,超越最先进的解决方案。我们的方法可以有效地将中央凹渲染的计算节省与未来移动VR内容提供所需的带宽节省结合起来。
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引用次数: 1
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ACM SIGGRAPH 2017 Talks
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