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RTX accelerated ray tracing with OptiX 7 RTX加速光线追踪与OptiX 7
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407532
I. Wald, S. Parker
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引用次数: 0
ML/DL roundup ML / DL综述
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407509
A. Glassner
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引用次数: 0
What we talk about, when we talk about story 当我们谈论故事时,我们谈论的是什么
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407548
C. Caldwell
Story (content) is not just the domain of directors and producers... anymore. Today, it is as important for technical directors, animators, VFX creators and interactive designers whose work is essential in making "the story" come to life. This information is particularly useful when communicating with screenwriters, directors, and producers. This course answers the question, "What is Story?" (and you don't even have to take a course in screenwriting). Knowing the basics of story enables the crew to become collaborators with the producer and director. A director may talk about their story goals; and the crew will know what specific story benchmarks they are trying to meet. This information builds from a story being more than "a sequence of events (acts) but can become a dramatic story that that builds from setup through resolution. Having an understanding of story structure allows one to understand a story's 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.). This information is for all whose work makes the story better, but their job is not creating the story. The following course notes are adapted from Story Structure and Development: A Guide for Animators, VFX Artists, Game Designers, and Virtual Reality Creators. CRC Publishers, a division of Taylor and Francis. Available on Amazon.
故事(内容)不只是导演和制片人的领域……了。今天,对于技术总监、动画师、视觉特效创作者和互动设计师来说,它同样重要,他们的工作对“故事”的实现至关重要。这些信息在与编剧、导演和制片人沟通时特别有用。本课程回答“什么是故事?”(你甚至不需要参加编剧课程)。了解故事的基本知识可以使工作人员成为制片人和导演的合作者。导演可能会谈论他们的故事目标;摄制组也会知道他们要达到什么样的故事标准。这些信息来自于一个故事,它不仅仅是“一系列事件(行为)”,而是可以成为一个从设置到解决的戏剧性故事。理解故事结构可以让人理解故事的背景元素(如主题、人物、背景、冲突等)以及它们与经典故事结构(如设置、刺激事件、上升动作、高潮、结局等)的关系。这些信息是给那些让故事变得更好的人的,但他们的工作不是创造故事。以下课程笔记改编自故事结构和发展:动画师,视觉特效艺术家,游戏设计师和虚拟现实创作者指南。CRC出版社,泰勒和弗朗西斯的一个部门。亚马逊有售。
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引用次数: 0
Computational time-resolved imaging, single-photon sensing, and non-line-of-sight imaging 计算时间分辨成像,单光子传感和非视距成像
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407481
David B. Lindell, Matthew O'Toole, S. Narasimhan, R. Raskar
Emerging detector technologies are capable of ultrafast capture of single photons, enabling imaging at the speed of light. Not only can these detectors be used for imaging at essentially trillion frame-per-second rates, but combining them with computational algorithms has given rise to unprecedented new imaging capabilities. Computational time-resolved imaging has enabled new techniques for 3D imaging, light transport analysis, imaging around corners or behind occluders, and imaging through scattering media such as fog, murky water, or human tissue. With applications in autonomous navigation, robotic vision, human-computer interaction, and more, this is an area of rapidly growing interest. In this course, we provide an introduction to computational time-resolved imaging and single photon sensing with a focus on hardware, applications, and algorithms. We describe various types of emerging single-photon detectors, including single-photon avalanche diodes and avalanche photodiodes, which are among the most popular time-resolved detectors. Physically accurate models for these detectors are described, including modeling parameters and noise statistics used in most computational algorithms. From the application side, we discuss the use of ultrafast active illumination for 3D imaging and transient imaging, and we describe the state of the art in non-line-of-sight imaging, which requires modelling and inverting the propagation and scattering of light from a visible surface to a hidden object and back. We describe time-resolved computational algorithms used in each of these applications and offer insights on potential future directions.
新兴的探测器技术能够超快地捕获单个光子,从而实现光速成像。这些探测器不仅可以以每秒万亿帧的速率进行成像,而且将它们与计算算法相结合,可以产生前所未有的新成像能力。计算时间分辨成像技术为3D成像、光传输分析、在角落或遮挡物后面成像以及通过雾、浑浊水或人体组织等散射介质成像提供了新技术。随着在自主导航、机器人视觉、人机交互等领域的应用,这是一个迅速增长的兴趣领域。在本课程中,我们将介绍计算时间分辨率成像和单光子传感,重点是硬件,应用和算法。我们描述了各种类型的新兴单光子探测器,包括单光子雪崩二极管和雪崩光电二极管,这是最流行的时间分辨探测器。描述了这些探测器的物理精确模型,包括建模参数和大多数计算算法中使用的噪声统计。从应用方面,我们讨论了超快主动照明在3D成像和瞬态成像中的应用,并描述了非视距成像中的最新技术,这需要建模和反演光从可见表面到隐藏物体的传播和散射。我们描述了这些应用中使用的时间分辨计算算法,并提供了对潜在未来方向的见解。
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引用次数: 1
Dynamic deformables: implementation and production practicalities 动态变形:实现和生产的实用性
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407490
Theodore Kim, D. Eberle
Simulating dynamic deformation has been an integral component of Pixar's storytelling since Boo's shirt in Monsters, Inc. (2001). Recently, several key transformations have been applied to Pixar's core simulator Fizt that improve its speed, robustness, and generality. Starting with Coco (2017), improved collision detection and response were incorporated into the cloth solver, then with Cars 3 (2017) 3D solids were introduced, and in Onward (2020) clothing is allowed to interact with a character's body with two-way coupling. The 3D solids are based on a fast, compact, and powerful new formulation that we have published over the last few years at SIGGRAPH. Under this formulation, the construction and eigendecomposition of the force gradient, long considered the most onerous part of the implementation, becomes fast and simple. We provide a detailed, self-contained, and unified treatment here that is not available in the technical papers. This new formulation is only a starting point for creating a simulator that is up challenges of a production environment. One challenge is performance: we discuss our current best practices for accelerating system assembly and solver performance. Another challenge that requires considerable attention is robust collision detection and response. Much has been written about collision detection approaches such as proximity-queries, continuous collisions and global intersection analysis. We discuss our strategies for using these techniques, which provides us with valuable information that is needed to handle challenging scenarios.
自2001年《怪兽公司》(Monsters, Inc.)中Boo的衬衫以来,模拟动态变形一直是皮克斯故事讲述中不可或缺的组成部分。最近,几个关键的转变已经应用到皮克斯的核心模拟器Fizt,提高其速度,稳健性和通用性。从《可可》(2017)开始,改进的碰撞检测和响应被纳入了布料求解器,然后在《赛车3》(2017)中引入了3D实体,在《前进》(2020)中,服装被允许与角色的身体进行双向耦合互动。3D固体是基于一个快速,紧凑,强大的新配方,我们已经在过去的几年里在SIGGRAPH发布。在此公式下,力梯度的构造和特征分解,长期以来被认为是实现中最繁琐的部分,变得快速和简单。我们在这里提供了详细的、独立的、统一的处理,这在技术论文中是没有的。这个新公式只是创建一个模拟器的起点,它可以应对生产环境的挑战。其中一个挑战是性能:我们讨论了目前加速系统组装和求解器性能的最佳实践。另一个需要相当关注的挑战是稳健的碰撞检测和响应。关于碰撞检测方法,如接近查询、连续碰撞和全局交集分析,已经写了很多。我们讨论了使用这些技术的策略,这些技术为我们提供了处理具有挑战性的场景所需的有价值的信息。
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引用次数: 32
Understanding AR inside and out --- Part Two: expanding out and into the world 从内到外理解AR——第二部分:向外扩展并进入世界
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407543
Jonathan Ventura, S. Zollmann, S. Stannus, M. Billinghurst, Remi Driancourt
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引用次数: 1
Automatic 3D reconstruction of structured indoor environments 结构化室内环境的自动三维重建
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407469
G. Pintore, Claudio Mura, F. Ganovelli, Lizeth Joseline Fuentes Perez, R. Pajarola, Enrico Gobbetti
Creating high-level structured 3D models of real-world indoor scenes from captured data is a fundamental task which has important applications in many fields. Given the complexity and variability of interior environments and the need to cope with noisy and partial captured data, many open research problems remain, despite the substantial progress made in the past decade. In this tutorial, we provide an up-to-date integrative view of the field, bridging complementary views coming from computer graphics and computer vision. After providing a characterization of input sources, we define the structure of output models and the priors exploited to bridge the gap between imperfect sources and desired output. We then identify and discuss the main components of a structured reconstruction pipeline, and review how they are combined in scalable solutions working at the building level. We finally point out relevant research issues and analyze research trends.
从捕获的数据中创建真实室内场景的高级结构化3D模型是一项基本任务,在许多领域都有重要的应用。考虑到内部环境的复杂性和可变性,以及处理嘈杂和部分捕获数据的需要,尽管在过去十年中取得了实质性进展,但仍存在许多开放的研究问题。在本教程中,我们提供了该领域最新的综合视图,连接了来自计算机图形学和计算机视觉的互补视图。在提供输入源的特征之后,我们定义了输出模型的结构和用于弥合不完美源和期望输出之间差距的先验。然后,我们确定并讨论结构化重建管道的主要组件,并审查它们如何在建筑级别工作的可扩展解决方案中组合。最后指出了相关的研究问题,并分析了研究趋势。
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引用次数: 5
Physically based shading in theory and practice 基于物理的阴影理论和实践
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407523
S. Hill, S. McAuley, Laurent Belcour, Will Earl, Niklas Harrysson, Sébastien Hillaire, Naty Hoffman, Lee Kerley, Jasmin Patry, Rob Pieké, Igor Skliar, J. Stone, Pascal Barla, Mégane Bati, Iliyan Georgiev
Some Thoughts on the Fresnel Term Naty Hoffman The Fresnel term would appear to be the best-understood part of the microfacet model --- one can simply use the original equations, or an approximation (usually Schlick's) if computation cost is at a premium. However, in this talk, we will show that all is not as it seems, and that even the humble Fresnel term can hold some surprises. This talk builds on a previous presentation at the 2019 Eurographics Workshop on Material Appearance Modeling [Hof19], extending it into a more comprehensive overview.
菲涅耳项似乎是microfacet模型中最容易理解的部分——如果计算成本很高,人们可以简单地使用原始方程,或者近似(通常是Schlick的)。然而,在这次演讲中,我们将展示一切并不像它看起来的那样,即使是卑微的菲涅耳术语也会带来一些惊喜。本次演讲建立在2019年欧洲图形学材料外观建模研讨会[Hof19]上的先前演讲的基础上,将其扩展为更全面的概述。
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引用次数: 8
Troubleshooting and cleanup techniques for 3D printing 3D打印的故障排除和清理技术
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407538
Lance Winkel
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引用次数: 0
Fundamentals of color science 色彩科学基础
Pub Date : 2020-08-17 DOI: 10.1145/3388769.3407479
J. Ferwerda, Chester F. Carlson
It is important to recognize that many of the words, images, sounds, objects, and technologies presented at SIGGRAPH are protected by copyrights or patents. They are owned by the people who created them. Please respect their intellectual-property rights by refraining from making recordings from your device or taking screenshots. If you are interested in the content, feel free to reach out to the contributor or visit the ACM SIGGRAPH Digital library after the event, where the proceedings will be made available.
重要的是要认识到,在SIGGRAPH上展示的许多文字、图像、声音、对象和技术都受到版权或专利的保护。它们属于创造它们的人。请尊重他们的知识产权,不要用你的设备录音或截屏。如果您对会议内容感兴趣,请在活动结束后与贡献者联系或访问ACM SIGGRAPH数字图书馆,会议记录将在那里提供。
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ACM SIGGRAPH 2020 Courses
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