首页 > 最新文献

ACM SIGGRAPH 2017 Talks最新文献

英文 中文
Two novel approaches to visualizing internal and external anatomy of the cardiac cycle with a windowed virtual heart model 两种新颖的方法来可视化内部和外部解剖的心脏周期与窗口虚拟心脏模型
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085084
D. Mauriello, Jason Kirk, Jeremy Fernsler
Presented are two novel approaches to visualizing both internal and external anatomy of the heart through the cardiac cycle. The first uses "windows" manually cut through each chamber of a virtual heart model. The use of windows allows for internal and external views simultaneously while showing the varying thickness of the ventricular walls through the cardiac cycle. Internal structures such as both semilunar valves, both AV valves, chordae tendineae, and papillary muscles are kept intact and can be visualized in motion. The second approach is a rigging and control system that allows for independent rotation directions for the base, midpoint and apex of each ventricle both internally and externally, allowing for a more accurate wringing motion.
提出了两种新颖的方法,通过心脏周期来可视化心脏的内部和外部解剖。第一种方法是用“窗户”手动穿过虚拟心脏模型的每个腔室。窗户的使用允许内部和外部的同时视图,同时显示通过心脏周期的心室壁厚度的变化。内部结构,如两个半月瓣、两个房室瓣、腱索和乳头肌保持完整,可以在运动中看到。第二种方法是索具和控制系统,允许每个心室的基部、中点和顶点在内部和外部独立旋转方向,允许更准确的拧动。
{"title":"Two novel approaches to visualizing internal and external anatomy of the cardiac cycle with a windowed virtual heart model","authors":"D. Mauriello, Jason Kirk, Jeremy Fernsler","doi":"10.1145/3084363.3085084","DOIUrl":"https://doi.org/10.1145/3084363.3085084","url":null,"abstract":"Presented are two novel approaches to visualizing both internal and external anatomy of the heart through the cardiac cycle. The first uses \"windows\" manually cut through each chamber of a virtual heart model. The use of windows allows for internal and external views simultaneously while showing the varying thickness of the ventricular walls through the cardiac cycle. Internal structures such as both semilunar valves, both AV valves, chordae tendineae, and papillary muscles are kept intact and can be visualized in motion. The second approach is a rigging and control system that allows for independent rotation directions for the base, midpoint and apex of each ventricle both internally and externally, allowing for a more accurate wringing motion.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124094609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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。
{"title":"VarCity - the video: the struggles and triumphs of leveraging fundamental research results in a graphics video production","authors":"K. Vanhoey, C. Oliveira, Hayko Riemenschneider, A. Bódis-Szomorú, Santiago Manén, D. Paudel, Michael Gygli, Nikolay Kobyshev, Till Kroeger, Dengxin Dai, L. Gool","doi":"10.1145/3084363.3085085","DOIUrl":"https://doi.org/10.1145/3084363.3085085","url":null,"abstract":"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.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132016461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Build your own procedural grooming pipeline","authors":"W. Choi, Nayoung Kim, Julie Jang, Sang-Hun Kim, Dohyun Yang","doi":"10.1145/3084363.3085025","DOIUrl":"https://doi.org/10.1145/3084363.3085025","url":null,"abstract":"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.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134313752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
The water effects of Pirates of the Caribbean: Dead Men Tell no Tales 《加勒比海盗:死无对证》的水特效
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085044
R. Hopper, Kai Wolter
For Pirates of the Caribbean: Dead Men Tell no Tales MPC faced the creative challenge to produce highly believable ocean and water effects interacting with full-CG ships and characters. This included pirate ships emerging from the bottom of the sea, a parting ocean giving space to an enormous three dimensional set, and a model ship in a bottle containing a full-sized ocean. The varied scale and nature of these effects required us to rethink our simulation techniques and toolset. In this talk we present our approaches to animate, simulate and render these using our newly developed ocean toolkit and tighter integration of Autodesk Bifrost and SideFX Houdini into our FX and rendering pipeline.
在《加勒比海盗2:死无对证》中,MPC面临着创造高度可信的海洋和水效果与全cg船只和角色互动的创造性挑战。其中包括从海底冒出来的海盗船,为一个巨大的三维场景提供空间的分开的海洋,以及一个装在瓶子里的模型船,里面装着一个真实大小的海洋。这些影响的不同规模和性质要求我们重新思考我们的模拟技术和工具集。在这次演讲中,我们介绍了我们的方法来动画,模拟和渲染这些使用我们新开发的海洋工具包和更紧密的集成Autodesk Bifrost和SideFX胡迪尼到我们的FX和渲染管道。
{"title":"The water effects of Pirates of the Caribbean: Dead Men Tell no Tales","authors":"R. Hopper, Kai Wolter","doi":"10.1145/3084363.3085044","DOIUrl":"https://doi.org/10.1145/3084363.3085044","url":null,"abstract":"For Pirates of the Caribbean: Dead Men Tell no Tales MPC faced the creative challenge to produce highly believable ocean and water effects interacting with full-CG ships and characters. This included pirate ships emerging from the bottom of the sea, a parting ocean giving space to an enormous three dimensional set, and a model ship in a bottle containing a full-sized ocean. The varied scale and nature of these effects required us to rethink our simulation techniques and toolset. In this talk we present our approaches to animate, simulate and render these using our newly developed ocean toolkit and tighter integration of Autodesk Bifrost and SideFX Houdini into our FX and rendering pipeline.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127074061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
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
{"title":"A new (virtual) reality at the New York Times","authors":"G. Roberts","doi":"10.1145/3084363.3105999","DOIUrl":"https://doi.org/10.1145/3084363.3105999","url":null,"abstract":"","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125397382","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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。
{"title":"Procedural photograph generation from actual gameplay: snapshot AI in FINAL FANTASY XV","authors":"Prasert Prasertvithyakarn, Tatsuhiro Joudan, Hidekazu Kato, Seiji Nanase, Masayoshi Miyamoto, I. Hasegawa","doi":"10.1145/3084363.3085078","DOIUrl":"https://doi.org/10.1145/3084363.3085078","url":null,"abstract":"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.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124436887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A hybrid approach to procedural tree skeletonization 程序树骨架化的混合方法
Pub Date : 2017-07-30 DOI: 10.1145/3084363.3085065
James Bartolozzi, Matt Kuruc
The curve hierarchy skeleton has been a foundational component of Pixar's vegetation pipeline since Cars 2 (2011). This skeleton is leveraged when building flow fields for texture synthesis, generating procedural secondary vegetation detail, and as a basis for simulation rigs. Our current skeletonization pipeline is built around mesh contraction [Shek et al. 2010] [Au et al. 2008] which is sensitive to the underlying topology. This method creates undesirable curve structures when modelers add musculature to the trunk mesh. Technical directors would reapply manual fixes to the skeleton over the course of iterating on the model. Recent work examining constructing skeletons using point clouds and volumetrics inspired us to develop a new hybrid approach. This alternative to the traditional mesh contraction algorithm has shown to be fast, reliable, accurate, and minimizes constraints on our modeling artists.
自《赛车总动员2》(2011)以来,曲线层次骨架一直是皮克斯植被管道的基本组成部分。当为纹理合成构建流场时,这个骨架被利用,生成程序的次要植被细节,并作为模拟钻机的基础。我们目前的骨架化管道是围绕网格收缩构建的[Shek et al. 2010] [Au et al. 2008],它对底层拓扑结构很敏感。当建模者将肌肉组织添加到躯干网格时,这种方法会产生不希望的曲线结构。技术主管将在迭代模型的过程中对框架重新应用手工修复。最近的工作检查构建骨架使用点云和体积启发我们开发一种新的混合方法。这种替代传统的网格收缩算法已被证明是快速,可靠,准确的,并最大限度地减少对我们的建模艺术家的约束。
{"title":"A hybrid approach to procedural tree skeletonization","authors":"James Bartolozzi, Matt Kuruc","doi":"10.1145/3084363.3085065","DOIUrl":"https://doi.org/10.1145/3084363.3085065","url":null,"abstract":"The curve hierarchy skeleton has been a foundational component of Pixar's vegetation pipeline since Cars 2 (2011). This skeleton is leveraged when building flow fields for texture synthesis, generating procedural secondary vegetation detail, and as a basis for simulation rigs. Our current skeletonization pipeline is built around mesh contraction [Shek et al. 2010] [Au et al. 2008] which is sensitive to the underlying topology. This method creates undesirable curve structures when modelers add musculature to the trunk mesh. Technical directors would reapply manual fixes to the skeleton over the course of iterating on the model. Recent work examining constructing skeletons using point clouds and volumetrics inspired us to develop a new hybrid approach. This alternative to the traditional mesh contraction algorithm has shown to be fast, reliable, accurate, and minimizes constraints on our modeling artists.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130937727","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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。
{"title":"Evolving complexity management on \"the LEGO Batman movie\"","authors":"Jens Jebens, D. Gray, Simon H. Bull, Aidan Sarsfield","doi":"10.1145/3084363.3085059","DOIUrl":"https://doi.org/10.1145/3084363.3085059","url":null,"abstract":"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.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"273 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122114528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Artist-driven crowd authoring tools","authors":"D. Maupu, Emanuele Goffredo, N. Hylton, Mungo Pay, M. Prazák","doi":"10.1145/3084363.3085035","DOIUrl":"https://doi.org/10.1145/3084363.3085035","url":null,"abstract":"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.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128092006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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。
{"title":"Compact iso-surface representation and compression for fluid phenomena","authors":"T. Keeler, R. Bridson","doi":"10.1145/3084363.3085080","DOIUrl":"https://doi.org/10.1145/3084363.3085080","url":null,"abstract":"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.","PeriodicalId":163368,"journal":{"name":"ACM SIGGRAPH 2017 Talks","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127079161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
ACM SIGGRAPH 2017 Talks
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1