首页 > 最新文献

ACM SIGGRAPH 2007 courses最新文献

英文 中文
High level languages for GPUs overview 高级语言的gpu概述
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281646
M. Houston
{"title":"High level languages for GPUs overview","authors":"M. Houston","doi":"10.1145/1281500.1281646","DOIUrl":"https://doi.org/10.1145/1281500.1281646","url":null,"abstract":"","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":"117007650","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}
引用次数: 2
Session details: Course 23: Geometric modeling based on polygonal meshes 课程23:基于多边形网格的几何建模
Pub Date : 2007-08-05 DOI: 10.1145/3250724
M. Botsch, M. Pauly
{"title":"Session details: Course 23: Geometric modeling based on polygonal meshes","authors":"M. Botsch, M. Pauly","doi":"10.1145/3250724","DOIUrl":"https://doi.org/10.1145/3250724","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"551 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":"117052286","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}
引用次数: 3
Live visuals tutorial: part III 实时视觉教程:第三部分
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281678
Pascal Müller
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.
在课程的这一部分,我们给出了一个关于如何撰写现场视觉效果的教程。首先,我们讨论现场视觉表演所需的硬件和软件设置。然后,我们提出了准备和组织大型媒体库的概念,以便在表演期间即时访问。之后,我们将概述基本内容元素,以及如何根据音乐属性(由实时音频分析提供)对其进行编辑、计时或动画。最后,我们在现场视觉表现中解释了工作流程,并展示了图形设计如何成功地嵌入到现实世界的环境中。在演讲中,我们将使用Soundium系统作为案例进行几个现场演示-但大多数概念也可以应用于其他性能工具。
{"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}
引用次数: 1
Scale-space based feature point detection for digital ink 基于尺度空间的数字油墨特征点检测
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281547
T. M. Sezgin, Randall Davis
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.
特征点检测通常是基于模型的草图识别方法的第一步。由于输入中存在数字化噪声、手部自然震颤噪声以及绘图过程中缺乏完善的运动控制等因素,徒手笔画的特征点检测一直是一个难点。现有的徒手笔画特征点检测方法需要手动调整阈值来过滤掉误报。本文利用尺度空间理论的思想,提出了一种无阈值特征点检测方法。
{"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}
引用次数: 44
Porting game engines to Direct3D 10: Crytek's Crysis 将游戏引擎移植到Direct3D 10: Crytek的《危机》
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281578
Carsten Wenzel
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.
将游戏引擎移植到Direct3D 10: Direct3D 10是Direct3D API的主要修订,对支持多平台的游戏提出了独特的挑战,同时仍然利用新功能。本演讲涵盖了更新游戏引擎技术以支持和利用direct3D 10的实践经验,以及在同一可执行文件中托管direct3D 9和direct3D 10的含义。
{"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}
引用次数: 0
Stochastic ray tracing 随机射线追踪
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281618
Jaroslav Křivánek
{"title":"Stochastic ray tracing","authors":"Jaroslav Křivánek","doi":"10.1145/1281500.1281618","DOIUrl":"https://doi.org/10.1145/1281500.1281618","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"44 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":"131796388","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}
引用次数: 0
Part III: dynamic texture synthesis 第三部分:动态纹理合成
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281614
Vivek Kwatra
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.
虽然我们到目前为止都在处理图像纹理合成,但一些动态现象也可以作为纹理来处理。海浪、瀑布、烟囱冒出的烟、壁炉里燃烧的火、风中摇曳的草地等都是动态纹理的例子。这些动态现象表现出与静态纹理相似的局部性和平稳性。此外,它们的外观也随着时间的推移而演变,受潜在的物理过程(如运动、扩散、湍流和其他微观现象)的支配。
{"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}
引用次数: 1
Porting game engines to Direct3D 10: Microsoft's Flight Simulator X 将游戏引擎移植到Direct3D 10:微软的飞行模拟器X
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281580
D. Service
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.
将游戏引擎移植到Direct3D 10: Direct3D 10是Direct3D API的主要修订,对支持多平台的游戏提出了独特的挑战,同时仍然利用新功能。本演讲包含了更新游戏引擎技术以支持和利用Direct3D 10的实践经验,以及在同一可执行文件中托管Direct3D 9和Direct3D 10的含义。
{"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}
引用次数: 0
HLSL shader model 4.0 hsl着色器模型4.0
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281576
Michael Oneppo
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}
引用次数: 10
Session details: Course 20: Visualizing quaternions 课程20:可视化四元数
Pub Date : 2007-08-05 DOI: 10.1145/3250711
A. Hanson
{"title":"Session details: Course 20: Visualizing quaternions","authors":"A. Hanson","doi":"10.1145/3250711","DOIUrl":"https://doi.org/10.1145/3250711","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"193 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":"115057394","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}
引用次数: 0
期刊
ACM SIGGRAPH 2007 courses
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1