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ACM SIGGRAPH 2017 Talks最新文献

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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
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
VarCity - the video: the struggles and triumphs of leveraging fundamental research results in a graphics video production VarCity -视频:在图形视频制作中利用基础研究成果的斗争和胜利
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085085
K. Vanhoey, C. Oliveira, Hayko Riemenschneider, A. Bódis-Szomorú, Santiago Manén, D. Paudel, Michael Gygli, Nikolay Kobyshev, Till Kroeger, Dengxin Dai, L. Gool
VarCity - the Video is a short documentary-style CGI movie explaining the main outcomes of the 5-year Computer Vision research project VarCity. Besides a coarse overview of the research, we present the challenges that were faced in its production, induced by two factors: i) usage of imperfect research data produced by automatic algorithms, and ii) human factors, like federating researchers and a CG artist around a similar goal many had a different conception of, while no one had a detailed overview of all the content. Successive achievement was driven by some ad-hoc technical developments but more importantly of detailed and abundant communication and agreement on common best practices.
VarCity -该视频是一部简短的纪录片风格的CGI电影,解释了5年计算机视觉研究项目VarCity的主要成果。除了对研究的粗略概述之外,我们还提出了其生产中面临的挑战,这是由两个因素引起的:i)使用由自动算法产生的不完善的研究数据,以及ii)人为因素,例如围绕类似目标的联合研究人员和CG艺术家,许多人有不同的概念,而没有人对所有内容有详细的概述。连续的成就是由一些特别的技术发展推动的,但更重要的是详细和丰富的沟通以及对共同最佳实践的一致。
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引用次数: 6
Build your own procedural grooming pipeline 建立自己的程序修饰管道
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085025
W. Choi, Nayoung Kim, Julie Jang, Sang-Hun Kim, Dohyun Yang
Although there is commercially available software for producing digital fur and feathers, creating photorealistic digital creatures under a low budget is still no trivial matter. Because no software could fulfill our purposes at the time of the making of our first movie Mr. Go, we decided to develop our own custom solution, ZelosFur [Choi et al. 2013]. While it made possible furry digital creature creation for subsequent projects, this prototypical system lacked the flexibility to easily add new features with backward compatibility and did not provide artists with enough freedom or control over the grooming process. Zelos Node Network (ZENN) is a new procedural solution that allows for quick, easy, and art-directable creation of all kinds of body coverings for digital creatures (e.g. fur, feathers, scales, etc.) By extension, it can also be used to create forests, rocks, and verdant landscapes for digital environments. In this talk, we discuss how to design and implement a procedural grooming workflow within ZENN and briefly address our caching and rendering process.
虽然有商业上可用的软件来制作数字皮毛和羽毛,但在低预算下创造逼真的数字生物仍然不是一件小事。因为在制作我们的第一部电影《Mr. Go》时,没有软件可以满足我们的目的,我们决定开发我们自己的定制解决方案,ZelosFur [Choi et al. 2013]。虽然它可以为后续项目创造毛茸茸的数字生物,但这种原型系统缺乏灵活性,无法轻松添加向后兼容的新功能,并且无法为美工提供足够的自由或控制修饰过程。Zelos节点网络(ZENN)是一个新的程序解决方案,允许快速,简单,和艺术指导的创建各种身体覆盖的数字生物(如皮毛,羽毛,鳞片等)通过扩展,它也可以用来创建森林,岩石和翠绿的景观的数字环境。在这次演讲中,我们将讨论如何在ZENN中设计和实现一个过程修饰工作流,并简要介绍我们的缓存和渲染过程。
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引用次数: 2
Evolving complexity management on "the LEGO Batman movie" “乐高蝙蝠侠电影”的演变复杂性管理
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085059
Jens Jebens, D. Gray, Simon H. Bull, Aidan Sarsfield
The demand for asset complexity has increased by several orders of magnitude since The LEGO Movie. This has resulted in the need for the team at Animal Logic to further develop their proprietary render and shading pipeline, while significantly optimising nearly all aspects of asset creation. Animal Logic's already extensive library of LEGO bricks was expanded considerably, and centralised for use across multiple shows and multiple locations. Continued development of asset creation tools, and significant increases in pipeline automation ensured increased review cycles, greater consistency and minimal duplication of effort.
自《乐高电影》以来,对资产复杂性的需求增加了几个数量级。这导致动物逻辑团队需要进一步开发他们的专有渲染和阴影管道,同时显着优化资产创建的几乎所有方面。Animal Logic已经广泛的乐高积木库得到了相当大的扩展,并集中用于多个节目和多个地点。资产创建工具的持续开发,以及管道自动化的显著增加,确保了增加的审查周期、更大的一致性和最小的重复工作。
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引用次数: 0
A new (virtual) reality at the New York Times 《纽约时报》的新(虚拟)现实
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3105999
G. Roberts
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引用次数: 0
Compact iso-surface representation and compression for fluid phenomena 流体现象的紧凑等面表示和压缩
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085080
T. Keeler, R. Bridson
We propose a novel method of compressing a fluid effect for realtime playback by using a compact mathematical representation of the spatio-temporal fluid surface. To create the surface representation we use as input a set of fluid meshes from standard techniques along with the simulation's surface velocity to construct a spatially adaptive and temporally coherent Lagrangian least-squares representation of the surface. We then compress the Lagrangian point data using a technique called Fourier extensions for further compression gains. The resulting surface is easily decompressed and amenable to being evaluated in parallel. We demonstrate real-time and interactive decompression and meshing of surfaces using a dual-contouring method that efficiently uses the decompressed particle data and least-squares representation to create a view dependent triangulation.
我们提出了一种新的方法来压缩流体效果的实时播放,通过使用紧凑的数学表示的时空流体表面。为了创建表面表示,我们使用一组来自标准技术的流体网格以及模拟的表面速度作为输入,以构建空间自适应和时间相干的表面拉格朗日最小二乘表示。然后,我们使用一种称为傅里叶扩展的技术压缩拉格朗日点数据,以获得进一步的压缩增益。得到的曲面很容易解压缩,并且可以并行计算。我们演示了使用双轮廓方法对表面进行实时和交互式的解压缩和网格划分,该方法有效地利用解压缩的粒子数据和最小二乘表示来创建依赖于视图的三角剖分。
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引用次数: 0
Artist-driven crowd authoring tools 艺术家驱动的群体创作工具
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085035
D. Maupu, Emanuele Goffredo, N. Hylton, Mungo Pay, M. Prazák
While crowd simulation frameworks can be very powerful for virtual crowd generation, in a VFX context they can also be unwieldy due to their chaotic nature. Small changes on the inputs can produce markedly different results, which can be problematic when attempting to adhere to a director's vision. Artist driven tools allow much more flexibility when constructing scenes, speed up turn-around time and can produce extremely dynamic crowd shots. To generate virtual crowds, Double Negative VFX (Dneg) has recently transitioned from an in-house standalone simulation-based solution to an artist-driven framework integrated into SideFX's Houdini.
虽然人群模拟框架对于虚拟人群生成非常强大,但在视觉特效环境中,由于其混乱的性质,它们也可能变得笨拙。输入的微小变化可能产生明显不同的结果,这在试图坚持董事的愿景时可能会产生问题。艺术家驱动的工具在构建场景时允许更大的灵活性,加快周转时间,并可以产生非常动态的人群镜头。为了生成虚拟人群,Double Negative VFX (Dneg)最近从内部独立的基于模拟的解决方案过渡到集成到SideFX的Houdini中的艺术家驱动框架。
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引用次数: 1
Procedural photograph generation from actual gameplay: snapshot AI in FINAL FANTASY XV 基于实际游戏玩法的程序照片生成:《最终幻想15》中的快照AI
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085078
Prasert Prasertvithyakarn, Tatsuhiro Joudan, Hidekazu Kato, Seiji Nanase, Masayoshi Miyamoto, I. Hasegawa
In FINAL FANTASY XV, a triple-A open world RPG, we have proposed a new method of smart gameplay sharing by introducing a novel mechanism of automatic gameplay photograph generation. Unlike the classic screenshots that most players are familiar with, the photographs generated are depicted as though they were seen from the perspective of the in-game AI companion "Prompto". This system enhances the photos with several features such as shot facing, facial-body motion exaggeration, auto triggering, auto framing, auto focusing, auto post-filtering and auto album management. The system is capable of generating photographs that are stylish and unique, yet represent your gameplay in a new way no other games have accomplished before. With an in-game social network posting interface, generated photos can be easily shared. As a result, since the release of the game, our photos are flooding Facebook and Twitter, while creating a new benchmark to the world in the field of smart gameplay sharing.
在aaa级开放世界RPG《最终幻想15》中,我们通过引入自动生成游戏玩法照片的新机制,提出了一种智能游戏玩法共享的新方法。与大多数玩家所熟悉的经典截图不同,生成的照片似乎是从游戏内AI同伴“Prompto”的角度来看的。该系统通过对拍、面部身体动作夸张、自动触发、自动取景、自动对焦、自动后滤和自动相册管理等功能对照片进行增强。该系统能够生成时尚而独特的照片,但以一种新的方式呈现你的游戏玩法,这是其他游戏之前没有做到的。通过游戏内的社交网络发布界面,生成的照片可以很容易地分享。因此,自游戏发布以来,我们的照片在Facebook和Twitter上被刷屏,同时在智能游戏分享领域创造了一个新的标杆。
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引用次数: 0
Populating the crowds in Ferdinand 在斐迪南拥挤的人群中
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085055
G. Mourino, Mason Evans, Kevin Edzenga, Svetla Cavaleri, Mark Adams, J. Bisceglio
With the help of new tools, we streamlined our review and render processes for crowds to triple our shot count on our latest show, Ferdinand. At the same time, we integrated some novel approaches to complex deformation features for cloth and facial animation, which elevated the quality of our crowd animations.
在新工具的帮助下,我们简化了我们的审查和渲染过程,使我们最新的节目《费迪南德》的镜头数量增加了三倍。同时,我们将一些新颖的方法整合到布料和面部动画的复杂变形特征中,从而提高了我们的人群动画的质量。
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引用次数: 2
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ACM SIGGRAPH 2017 Talks
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