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.
{"title":"SKETCH: an interface for sketching 3D scenes","authors":"R. Zeleznik, K. P. Herndon, J. Hughes","doi":"10.1145/1281500.1281530","DOIUrl":"https://doi.org/10.1145/1281500.1281530","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129725542","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}
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.
{"title":"Urban design and procedural modeling","authors":"Peter Wonka, Pascal Müller, Benjamin Watson, Andy Fuller","doi":"10.1145/1281500.1281610","DOIUrl":"https://doi.org/10.1145/1281500.1281610","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129952436","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}
{"title":"Session details: Course 25: The mobile 3D ecosystem","authors":"K. Pulli","doi":"10.1145/3250715","DOIUrl":"https://doi.org/10.1145/3250715","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126917791","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}
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]
{"title":"Bootstrapping Direct3D 10","authors":"Chuck Walbourn","doi":"10.1145/1281500.1281574","DOIUrl":"https://doi.org/10.1145/1281500.1281574","url":null,"abstract":"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]","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126994388","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}
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.
{"title":"A gentle introduction to bilateral filtering and its applications","authors":"S. Paris, Pierre Kornprobst, J. Tumblin, F. Durand","doi":"10.1145/1281500.1281602","DOIUrl":"https://doi.org/10.1145/1281500.1281602","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123814183","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}
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.
{"title":"Improved alpha-tested magnification for vector textures and special effects","authors":"Chris Green","doi":"10.1145/1281500.1281665","DOIUrl":"https://doi.org/10.1145/1281500.1281665","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124360156","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}
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.
{"title":"SketchREAD: a multi-domain sketch recognition engine","authors":"C. Alvarado, Randall Davis","doi":"10.1145/1281500.1281545","DOIUrl":"https://doi.org/10.1145/1281500.1281545","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126379881","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}
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.
{"title":"Database techniques with motion capture","authors":"C. Faloutsos, J. Hodgins, N. Pollard","doi":"10.1145/1281500.1281636","DOIUrl":"https://doi.org/10.1145/1281500.1281636","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132400961","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}
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.
{"title":"Dressing and modeling food","authors":"Han-Jun Cho","doi":"10.1145/1281500.1281586","DOIUrl":"https://doi.org/10.1145/1281500.1281586","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133130836","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}
{"title":"Session details: Course 12: \"Surf's Up\": the making of an animated documentary","authors":"Rob Bredow","doi":"10.1145/3250704","DOIUrl":"https://doi.org/10.1145/3250704","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124397942","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}