In this part of the course, we give a tutorial on how to compose live visuals. First, we talk about hardware and software setup needed for a live visual performance. Then we present concepts to prepare and organize huge media libraries allowing for instant access during performance. Afterwards, we give an overview of the basic content elements and how they can be edited, timed or animated according to musical properties (provided by real-time audio analysis). Finally we explain the workflow during a live visuals performance and show how graphic designs can be successfully embedded in a real-world environments. During the talk, we will make several live demonstrations by using the Soundium system as case in point - but most concepts can be applied to other performance tools as well.
{"title":"Live visuals tutorial: part III","authors":"Pascal Müller","doi":"10.1145/1281500.1281678","DOIUrl":"https://doi.org/10.1145/1281500.1281678","url":null,"abstract":"In this part of the course, we give a tutorial on how to compose live visuals. First, we talk about hardware and software setup needed for a live visual performance. Then we present concepts to prepare and organize huge media libraries allowing for instant access during performance. Afterwards, we give an overview of the basic content elements and how they can be edited, timed or animated according to musical properties (provided by real-time audio analysis). Finally we explain the workflow during a live visuals performance and show how graphic designs can be successfully embedded in a real-world environments. During the talk, we will make several live demonstrations by using the Soundium system as case in point - but most concepts can be applied to other performance tools as well.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"517 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":"116238279","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}
Feature point detection is generally the first step in model-based approaches to sketch recognition. Feature point detection in free-hand strokes is a hard problem because the input has noise from digitization, from natural hand tremor, and from lack of perfect motor control during drawing. Existing feature point detection methods for free-hand strokes require hand-tuned thresholds for filtering out the false positives. In this paper, we present a threshold-free feature point detection method using ideas from the scale-space theory.
{"title":"Scale-space based feature point detection for digital ink","authors":"T. M. Sezgin, Randall Davis","doi":"10.1145/1281500.1281547","DOIUrl":"https://doi.org/10.1145/1281500.1281547","url":null,"abstract":"Feature point detection is generally the first step in model-based approaches to sketch recognition. Feature point detection in free-hand strokes is a hard problem because the input has noise from digitization, from natural hand tremor, and from lack of perfect motor control during drawing. Existing feature point detection methods for free-hand strokes require hand-tuned thresholds for filtering out the false positives. In this paper, we present a threshold-free feature point detection method using ideas from the scale-space theory.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"8 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":"126651269","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}
Porting Game Engines to Direct3D 10: Direct3D 10 is a major revision of the Direct3D API, and poses unique challenges to games supporting multiple platforms while still taking advantage of the new capabilities. This presentation covers practical experiences in updating game engine technology to support and exploit direct3D 10, and the implications for hosting both Direct3D 9 and Direct3D 10 within the same executable.
{"title":"Porting game engines to Direct3D 10: Crytek's Crysis","authors":"Carsten Wenzel","doi":"10.1145/1281500.1281578","DOIUrl":"https://doi.org/10.1145/1281500.1281578","url":null,"abstract":"Porting Game Engines to Direct3D 10: Direct3D 10 is a major revision of the Direct3D API, and poses unique challenges to games supporting multiple platforms while still taking advantage of the new capabilities. This presentation covers practical experiences in updating game engine technology to support and exploit direct3D 10, and the implications for hosting both Direct3D 9 and Direct3D 10 within the same executable.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"66 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":"126978773","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}
While we have treated image texture synthesis until now, several dynamic phenomena can also be treated as texture. Ocean waves, waterfall, smoke from a chimney, fire burning in a fireplace, grass fields waving in the wind, etc. are all examples of dynamic textures. These dynamic phenomena exhibit locality and stationarity properties similar to those exhibited by static textures. Additionally, they also evolve in their appearance over time, governed by underlying physical processes such as motion, diffusion, turbulence, and other micro-scale phenomena.
{"title":"Part III: dynamic texture synthesis","authors":"Vivek Kwatra","doi":"10.1145/1281500.1281614","DOIUrl":"https://doi.org/10.1145/1281500.1281614","url":null,"abstract":"While we have treated image texture synthesis until now, several dynamic phenomena can also be treated as texture. Ocean waves, waterfall, smoke from a chimney, fire burning in a fireplace, grass fields waving in the wind, etc. are all examples of dynamic textures. These dynamic phenomena exhibit locality and stationarity properties similar to those exhibited by static textures. Additionally, they also evolve in their appearance over time, governed by underlying physical processes such as motion, diffusion, turbulence, and other micro-scale phenomena.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"154 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":"114935066","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}
Porting Game Engines to Direct3D 10: Direct3D 10 is a major revision of the Direct3D API, and poses unique challenges to games supporting multiple platforms while still taking advantage of the new capabilities. This presentation coves practical experiences in updating game engine technology to support and exploit Direct3D 10, and the implications for hosting both Direct3D 9 and Direct3D 10 within the same executable.
{"title":"Porting game engines to Direct3D 10: Microsoft's Flight Simulator X","authors":"D. Service","doi":"10.1145/1281500.1281580","DOIUrl":"https://doi.org/10.1145/1281500.1281580","url":null,"abstract":"Porting Game Engines to Direct3D 10: Direct3D 10 is a major revision of the Direct3D API, and poses unique challenges to games supporting multiple platforms while still taking advantage of the new capabilities. This presentation coves practical experiences in updating game engine technology to support and exploit Direct3D 10, and the implications for hosting both Direct3D 9 and Direct3D 10 within the same executable.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"15 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":"133585151","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}
HLSL Shader Model 4.0 (Michael Oneppo): Learn about advancements in the HLSL language to support the more general and robust programming model in Shader Model 4.0. This talk covers use of geometry shaders, integer instructions, new texture intrinsics and flow control mechanisms. Techniques for developing shader content to be shared between Direct3D9 and 10 are also discussed. [60 minutes]
HLSL Shader Model 4.0 (Michael Oneppo):了解HLSL语言的进步,以支持Shader Model 4.0中更通用和健壮的编程模型。这次演讲涵盖了几何着色器的使用,整数指令,新的纹理特性和流控制机制。还讨论了开发Direct3D9和10之间共享的着色器内容的技术。(60分钟)
{"title":"HLSL shader model 4.0","authors":"Michael Oneppo","doi":"10.1145/1281500.1281576","DOIUrl":"https://doi.org/10.1145/1281500.1281576","url":null,"abstract":"HLSL Shader Model 4.0 (Michael Oneppo): Learn about advancements in the HLSL language to support the more general and robust programming model in Shader Model 4.0. This talk covers use of geometry shaders, integer instructions, new texture intrinsics and flow control mechanisms. Techniques for developing shader content to be shared between Direct3D9 and 10 are also discussed. [60 minutes]","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"535 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":"133036449","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}