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SKETCH: an interface for sketching 3D scenes SKETCH:一个绘制3D场景的界面
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281530
R. Zeleznik, K. P. Herndon, J. Hughes
Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and revision. In contrast, most 3D computer modeling systems are good at generating arbitrary views of precise 3D models and support high-level editing and revision. The SKETCH application described in this paper attempts to combine the advantages of each in order to create an environment for rapidly conceptualizing and editing approximate 3D scenes. To achieve this, SKETCH uses simple non-photorealistic rendering and a purely gestural interface based on simplified line drawings of primitives that allows all operations to be specified within the 3D world.
素描通过低开销(铅笔和纸)的近似视觉图像快速传达思想,不需要精确或专业知识,并且易于低级校正和修订。相比之下,大多数3D计算机建模系统都擅长生成精确3D模型的任意视图,并支持高级编辑和修改。本文中描述的SKETCH应用程序试图结合每种应用程序的优点,以便创建一个快速概念化和编辑近似3D场景的环境。为了实现这一点,SKETCH使用简单的非真实感渲染和基于简化的原语线条图的纯手势界面,允许在3D世界中指定所有操作。
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引用次数: 368
Urban design and procedural modeling 城市设计和程序建模
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281610
Peter Wonka, Pascal Müller, Benjamin Watson, Andy Fuller
of the paper: Cellular patterns are all around us, in masonry, tiling, shingles, and many other materials. Such patterns, especially in architectural settings, are influenced by geometric features of the underlying shape. Bricks turn corners, stones frame windows and doorways, and patterns on disconnected portions of a building align to achieve a particular aesthetic goal. We present a strategy for feature-based cellular texturing, where the resulting texture is derived from both patterns of cells and the geometry to which they are applied. As part of this strategy, we perform texturing operations on features in a welldefined order that simplifies the interdependence between cells of adjacent patterns. Occupancy maps are used to indicate which regions of a feature are already occupied by cells of its neighbors, and which regions remain to be textured. We also introduce the notion of a pattern generator — the cellular texturing analogy of a shader used in local illumination — and show how several can be used together to build complex textures. We present results obtained with an implementation of this strategy and discuss details of some example pattern generators.
细胞模式在我们周围随处可见,在砖石、瓷砖、瓦片和许多其他材料中。这种模式,特别是在建筑环境中,受到底层形状的几何特征的影响。砖可以转弯处,石头构成窗户和门的框架,建筑中不相连部分的图案排列一致,以达到特定的审美目标。我们提出了一种基于特征的细胞纹理策略,其中产生的纹理来源于细胞的模式和它们所应用的几何形状。作为该策略的一部分,我们以定义良好的顺序对特征执行纹理操作,从而简化相邻模式单元之间的相互依赖。占用图用于指示特征的哪些区域已经被相邻的单元占用,以及哪些区域仍然需要纹理化。我们还介绍了模式生成器的概念-在局部照明中使用的着色器的细胞纹理类比-并展示了如何使用几个可以一起构建复杂的纹理。我们给出了通过该策略的实现获得的结果,并讨论了一些示例模式生成器的细节。
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引用次数: 11
Session details: Course 25: The mobile 3D ecosystem 课程25:移动3D生态系统
Pub Date : 2007-08-05 DOI: 10.1145/3250715
K. Pulli
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引用次数: 0
Bootstrapping Direct3D 10 靴差指引10
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281574
Chuck Walbourn
Bootstrapping Direct3D 10 (Chuck Walbourn): A high-level system overview of Direct3D 10 and how it relates to Direct3D 10 and how it relates Direct3D 9 and other graphics APIs. We will run through the basics of setting up and creating a Direct3D 10 device, and demonstrate a few Direct3D 10 code/shader equivalents for existing fixed-function style computations. [40 minutes]
Bootstrapping Direct3D 10 (Chuck Walbourn): Direct3D 10的高级系统概述,以及它如何与Direct3D 10相关,以及它如何与Direct3D 9和其他图形api相关。我们将通过设置和创建Direct3D 10设备的基础知识运行,并演示一些Direct3D 10代码/着色器等效于现有的固定函数风格计算。(40分钟)
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引用次数: 0
A gentle introduction to bilateral filtering and its applications 简单介绍双边滤波及其应用
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281602
S. Paris, Pierre Kornprobst, J. Tumblin, F. Durand
This course reviews the wealth of work related to bilateral filtering. The bilateral filter is ubiquitous in computational photography applications. It is increasingly common in computer graphics research papers but no single reference summarizes its properties and applications. This course provides a graphical, intuitive introduction to bilateral filtering, and a practical guide for image editing, tone-mapping, video processing and more.
本课程回顾了与双边过滤相关的大量工作。双边滤波器在计算摄影应用中无处不在。它在计算机图形学研究论文中越来越常见,但没有一篇文献综述了它的性质和应用。本课程提供了一个图形,直观的介绍双边滤波,并为图像编辑,色调映射,视频处理和更多的实用指南。
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引用次数: 44
Improved alpha-tested magnification for vector textures and special effects 改进的alpha测试放大矢量纹理和特殊效果
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281665
Chris Green
A simple and efficient method is presented which allows improved rendering of glyphs composed of curved and linear elements. A distance field is generated from a high resolution image, and then stored into a channel of a lower-resolution texture. In the simplest case, this texture can then be rendered simply by using the alpha-testing and alpha-thresholding feature of modern GPUs, without a custom shader. This allows the technique to be used on even the lowest-end 3D graphics hardware. With the use of programmable shading, the technique is extended to perform various special effect renderings, including soft edges, outlining, drop shadows, multi-colored images, and sharp corners.
提出了一种简单有效的方法,可以改进由曲线和线性元素组成的符号的绘制。从高分辨率图像生成距离场,然后存储到低分辨率纹理的通道中。在最简单的情况下,这个纹理可以简单地通过使用现代gpu的alpha测试和alpha阈值特征来渲染,而不需要自定义着色器。这使得该技术甚至可以在最低端的3D图形硬件上使用。通过使用可编程的阴影,该技术扩展到执行各种特殊效果渲染,包括软边缘,轮廓,阴影,多色图像和尖角。
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引用次数: 89
SketchREAD: a multi-domain sketch recognition engine SketchREAD:一个多域草图识别引擎
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281545
C. Alvarado, Randall Davis
We present SketchREAD, a multi-domain sketch recognition engine capable of recognizing freely hand-drawn diagrammatic sketches. Current computer sketch recognition systems are difficult to construct, and either are fragile or accomplish robustness by severely limiting the designer's drawing freedom. Our system can be applied to a variety of domains by providing structural descriptions of the shapes in that domain; no training data or programming is necessary. Robustness to the ambiguity and uncertainty inherent in complex, freely-drawn sketches is achieved through the use of context. The system uses context to guide the search for possible interpretations and uses a novel form of dynamically constructed Bayesian networks to evaluate these interpretations. This process allows the system to recover from low-level recognition errors (e.g., a line misclassified as an arc) that would otherwise result in domain level recognition errors. We evaluated SketchREAD on real sketches in two domains---family trees and circuit diagrams---and found that in both domains the use of context to reclassify low-level shapes significantly reduced recognition error over a baseline system that did not reinterpret low-level classifications. We also discuss the system's potential role in sketch-based user interfaces.
我们提出了SketchREAD,一个多域草图识别引擎,能够识别自由绘制的手绘草图。现有的计算机素描识别系统结构复杂,或者脆弱,或者通过限制设计者的绘图自由来实现鲁棒性。我们的系统可以通过提供该领域形状的结构描述来应用于各种领域;不需要训练数据或编程。鲁棒性的模糊性和不确定性固有的复杂,自由绘制的草图是通过使用上下文实现的。该系统使用上下文来指导搜索可能的解释,并使用一种新型的动态构建贝叶斯网络来评估这些解释。这个过程允许系统从低级识别错误(例如,一条线被错误分类为弧)中恢复,否则将导致域级识别错误。我们在两个领域(家谱和电路图)的真实草图上评估了SketchREAD,并发现在这两个领域中,使用上下文对低级形状进行重新分类大大减少了基线系统没有重新解释低级分类的识别错误。我们还讨论了系统在基于草图的用户界面中的潜在作用。
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引用次数: 50
Database techniques with motion capture 带有动作捕捉的数据库技术
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281636
C. Faloutsos, J. Hodgins, N. Pollard
Motion-capture databases are now large, varied, and widely used. This course covers techniques that are useful for organizing, processing, and navigating such databases. Topics include choice of distance function, indexing for fast retrieval, and time-series prediction for stitching, segmentation, and outlier detection. Current and potential applications are discussed.
动作捕捉数据库现在是庞大、多样和广泛使用的。本课程涵盖了组织、处理和导航此类数据库的有用技术。主题包括距离函数的选择、快速检索的索引、拼接、分割和异常值检测的时间序列预测。讨论了当前和潜在的应用。
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引用次数: 9
Dressing and modeling food 穿衣造型食品
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281586
Han-Jun Cho
The food and the kitchen that it is made in are key components of our film Ratatouille. We treated them almost as if they were characters that grew and changed along with the story line. It was extremely important to create a kitchen that becomes a believable working space, and to populate it with food that looks real and delicious. We'll cover concepts we employed in organizing the spaces in our kitchen and then move unto the techniques with which we chose to add realistic level of detail into the components that made up our kitchen.
食物和制作食物的厨房是我们电影《料理鼠王》的关键组成部分。我们几乎把他们当作随着故事情节成长和变化的角色来对待。创造一个让人信服的工作空间的厨房,并在里面摆满看起来真实美味的食物,这是非常重要的。我们将介绍我们在组织厨房空间时使用的概念,然后移动到我们选择将逼真的细节添加到组成厨房的组件中的技术。
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引用次数: 5
Session details: Course 12: "Surf's Up": the making of an animated documentary 课程详情:课程12:“冲浪”:制作一部动画纪录片
Pub Date : 2007-08-05 DOI: 10.1145/3250704
Rob Bredow
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引用次数: 0
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