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Session details: Course 2: Mesh parameterization: theory and practice 课程2:网格参数化:理论与实践
Pub Date : 2007-08-05 DOI: 10.1145/3250694
A. Sheffer
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引用次数: 0
Correlation-based reconstruction of a 3D object from a single freehand sketch 基于相关性的三维对象重建从一个单一的手绘草图
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281555
Hod Lipson, M. Shpitalni
We propose a new approach for reconstructing a three-dimensional object from a single two-dimensional freehand line drawing depicting it. A sketch is essentially a noisy projection of a 3D object onto an arbitrary 2D plane. Reconstruction is the inverse projection of the sketched geometry from two dimensions back into three dimensions. While humans can do this reverse-projection remarkably easily and almost without being aware of it, this process is mathematically indeterminate and is very difficult to emulate computationally. Here we propose that the ability of humans to perceive a previously unseen 3D object from a single sketch is based on simple 2D-3D geometrical correlations that are learned from visual experience. We demonstrate how a simple correlation system that is exposed to many object-sketch pairs eventually learns to perform the inverse projection successfully for unseen objects. Conversely, we show how the same correlation data can be used to gauge the understandability of synthetically generated projections of given 3D objects. Using these principles we demonstrate for the first time a completely automatic conversion of a single freehand sketch into a physical solid object. These results have implications for bidirectional human-computer communication of 3D graphic concepts, and might also shed light on the human visual system.
我们提出了一种新的方法来重建一个三维物体从一个单一的二维手绘线条描绘它。草图本质上是3D物体在任意2D平面上的嘈杂投影。重建是将绘制好的几何图形从二维投影到三维的逆投影。虽然人类可以非常容易地完成这种反向投影,而且几乎没有意识到它,但这个过程在数学上是不确定的,并且很难在计算上模拟。在这里,我们提出人类从单个草图中感知以前未见过的3D物体的能力是基于从视觉经验中学习到的简单的2D-3D几何相关性。我们演示了一个简单的相关系统是如何暴露于许多对象草图对最终学会执行逆投影成功地看不见的对象。相反,我们展示了如何使用相同的相关数据来衡量给定3D对象的合成生成投影的可理解性。利用这些原理,我们首次演示了将单个手绘草图完全自动转换为物理实体。这些结果对三维图形概念的双向人机交流具有启示意义,也可能对人类视觉系统有所启示。
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引用次数: 14
Effects 10 影响10
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281577
S. Glassenberg
Effects 10 (Sam Glassenberg): A review the Direct3D 10 Effects System -- a series of APIs to efficiently abstract and manage GPU device state, shaders, and constants. This talk covers the methods to reflect and manage material content as effect (.fx) files. [45 minutes]
效果10 (Sam Glassenberg):回顾Direct3D 10效果系统-一系列api有效地抽象和管理GPU设备状态,着色器和常量。这个演讲涵盖了反射和管理材料内容作为效果(.fx)文件的方法。(45分钟)
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引用次数: 6
Part I: fundamentals 第一部分:基本原理
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281612
Li-Yi Wei
In this part of the course notes we introduce the fundamental concepts and algorithms for texture synthesis. The goal of this part is to enable the readers to start implementing texture synthesis algorithms and producing quick results instead of providing a comprehensive literature survey, so we will concentrate on state-of-art algorithms that strike the best balance between quality, speed, and simplicity. Fortunately, algorithms that work well in terms of quality and speed are often simple and elegant, making them easy to understand and implement.
在这部分的课程笔记中,我们介绍了纹理合成的基本概念和算法。本部分的目标是使读者能够开始实现纹理合成算法并产生快速结果,而不是提供全面的文献调查,因此我们将专注于最先进的算法,在质量,速度和简单性之间取得最佳平衡。幸运的是,在质量和速度方面工作良好的算法通常是简单而优雅的,这使得它们易于理解和实现。
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引用次数: 36
GPU computing with NVIDIA CUDA GPU计算与NVIDIA CUDA
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281647
I. Buck
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引用次数: 102
Massive model visualization using realtime ray tracing 使用实时光线追踪的大规模模型可视化
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281570
Andreas Dietrich, P. Slusallek
In the last years real-time ray tracing has become an attractive alternative to rasterization based rendering, particularly for highly complex datasets including both surface and volume data. Ray tracing [7, 15] is a much more flexible rendering algorithm than triangle rasterization found in most of todays graphics cards. Employing it in a real-time context might at first sound a bit surprising as ray tracing is mostly known for its application in high-quality off-line image generation, as e.g. in the motion picture industry. Infamous for its long rendering times, ray tracing was not used for interactive purposes until recently [13, 14, 19]. What makes it attractive for massive model rendering is not only its simplicity and robustness, but especially its versatility.
在过去的几年里,实时光线追踪已经成为基于栅格化的渲染的一个有吸引力的替代方案,特别是对于高度复杂的数据集,包括表面和体数据。光线追踪[7,15]是一种比三角光栅化更灵活的渲染算法,目前大多数显卡都采用这种算法。在实时环境中使用它可能听起来有点令人惊讶,因为光线追踪主要以其在高质量离线图像生成中的应用而闻名,例如在电影工业中。光线追踪因其渲染时间长而臭名昭著,直到最近才被用于交互目的[13,14,19]。它对大规模模型渲染的吸引力不仅在于它的简单性和健壮性,而且在于它的多功能性。
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引用次数: 3
Session details: Course 7: Introduction to SIGGRAPH and computer graphics 课程7:SIGGRAPH和计算机图形学介绍
Pub Date : 2007-08-05 DOI: 10.1145/3250699
M. Bailey
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引用次数: 0
Session details: Course 24: GPGPU: general-purpose cmputation on graphics hardware 课程24:GPGPU:图形硬件上的通用计算
Pub Date : 2007-08-05 DOI: 10.1145/3250714
M. Houston, N. Govindaraju
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引用次数: 0
Modern approaches to augmented reality Video files associated with this course are available from the citation page 与本课程相关的视频文件可从引文页获得
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281628
O. Bimber, R. Raskar
This tutorial discusses the Spatial Augmented Reality (SAR) concept, its advantages and limitations. It will present examples of state-of-the-art display configurations, appropriate real-time rendering techniques, details about hardware and software implementations, and current areas of application. Specifically, it will describe techniques for optical combination using single/multiple spatially aligned mirror-beam splitters, image sources, transparent screens and optical holograms. Furthermore, it presents techniques for projector-based augmentation of geometrically complex and textured display surfaces, and (along with optical combination) methods for achieving consistent illumination and occlusion effects. Emerging technologies that have the potential of enhancing future augmented reality displays will be surveyed.
本教程讨论了空间增强现实(SAR)的概念,它的优点和局限性。它将展示最先进的显示配置、适当的实时渲染技术、硬件和软件实现的细节以及当前应用领域的示例。具体来说,它将描述使用单/多个空间对齐的反射光束分离器、图像源、透明屏幕和光学全息图的光学组合技术。此外,它提出了基于投影仪的几何复杂和纹理显示表面增强技术,以及(连同光学组合)实现一致的照明和遮挡效果的方法。将调查具有增强未来增强现实显示潜力的新兴技术。
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引用次数: 11
An interactive introduction to OpenGL programming OpenGL编程的交互式介绍
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281596
D. Shreiner, Edward Angel, Vicki Shreiner
This course provides an introduction to writing interactive computer graphics applications using the OpenGL Application Programming Interface (API). In addition to presenting the calls of the OpenGL library in the context of generating particular graphics effects, like lighting or texture mapping, the course makes extensive use of tutorial programs that allow students to interactively manipulate the parameters of the function calls and immediately see the affects on the rendered image. The course assumes no previous experience with OpenGL, merely the ability to read simple “C” programs. Topics range from an brief overview of the OpenGL libraries, to the rendering of simple geometric primitives, to geometric transformations and advanced features of OpenGL including lighting, texture mapping, anti-aliasing, and image processing. An Interactive Introduction to OpenGL Programming ii Speaker Biographies
本课程介绍了使用OpenGL应用程序编程接口(API)编写交互式计算机图形应用程序。除了在生成特定图形效果(如照明或纹理映射)的上下文中呈现OpenGL库的调用外,该课程还广泛使用教程程序,允许学生交互式地操纵函数调用的参数,并立即看到对渲染图像的影响。本课程假定没有使用OpenGL的经验,只有阅读简单C程序的能力。主题范围从OpenGL库的简要概述,到简单几何原语的渲染,到OpenGL的几何变换和高级功能,包括照明,纹理映射,抗锯齿和图像处理。交互式OpenGL编程介绍ii演讲者传记
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引用次数: 3
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ACM SIGGRAPH 2007 courses
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