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Interactive geometric computations using graphics processors 使用图形处理器的交互式几何计算
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281654
N. Govindaraju
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引用次数: 0
Efficient self-shadowed radiosity normal mapping 有效的自阴影辐射法线映射
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281664
Chris Green
In Valve's Source graphics engine, bump mapping is combined with precomputed radiosity lighting to provide realistic surface illumination. When bump map data is derived from geometric descriptions of surface detail (such as height maps), only the lighting effects caused by the surface orientation are preserved. The significant lighting cues due to lighting occlusion by surface details are lost. While it is common to use another texture channel to hold an "ambient occlusion" field, this only provides a darkening effect which is independent of the direction from which the surface is being lit and requires an auxiliary channel of data. In this chapter, we present a modification to the Radiosity Normal Mapping system that we have described in this course in the past. This modification provides a directional occlusion function to the bump maps, which requires no additional texture memory and is faster than our previous non-shadowing solution.
在Valve的Source图形引擎中,凹凸映射与预先计算的辐射照明相结合,以提供逼真的表面照明。当凹凸贴图数据来源于表面细节的几何描述(如高度图)时,只保留由表面方向引起的照明效果。由于表面细节遮挡导致的重要照明线索丢失。虽然通常使用另一个纹理通道来容纳“环境遮挡”场,但这只提供了一个与表面被照亮的方向无关的变暗效果,并且需要一个辅助的数据通道。在本章中,我们对过去在本课程中描述过的辐射法线映射系统进行了修改。这个修改为凹凸贴图提供了一个方向遮挡功能,它不需要额外的纹理内存,并且比我们之前的非阴影解决方案更快。
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引用次数: 15
Session details: Course 17: Spatial augmented reality: merging real and virtual worlds 课程17:空间增强现实:融合真实和虚拟世界
Pub Date : 2007-08-05 DOI: 10.1145/3250709
O. Bimber, R. Raskar
Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real environment or into a live video of the real environment. Special Features: - Comprehensive overview - Detailed mathematical equations - Code fragments - Implementation instructions - Examples of Spatial AR displays The authors have put together a preliminary collection of Errata. Updates will be posted to this site as necessary.
与虚拟现实一样,增强现实正在成为博物馆、教育娱乐、家庭娱乐、研究、工业和艺术社区等新应用领域的新兴平台,使用新颖的方法使增强现实超越了传统的眼戴或手持显示器。在这本书中,作者讨论了利用光学元件、视频投影仪、全息图、射频标签和跟踪技术以及交互式渲染算法和校准技术的空间增强现实方法,以便将合成补充嵌入到真实环境或真实环境的实时视频中。特色:-全面概述-详细的数学方程-代码片段-实现说明-空间AR显示的例子作者已经把勘误表的初步收集在一起。如有必要,将在本网站发布最新消息。
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引用次数: 408
Anyone can make quality animated films!: the 8 basic steps to success Video files associated with this course are available from the citation page 任何人都可以制作高质量的动画电影!:成功的8个基本步骤与本课程相关的视频文件可从引文页面获得
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281662
Eric van Hamersveld, Bob Hanon, Debra Miller
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引用次数: 0
CTM: performance tricks CTM:性能技巧
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281651
J. Hensley
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引用次数: 0
The Direct3D 10 pipeline Direct3D 10管道
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281575
Chas. Boyd
The Direct3D 10 Pipeline (Chas Boyd): A tour through the Direct3D 10 rendering pipeline with a detailed review of the APIs related to each stage. Comparisons with existing graphics APIs are called out to help bring the audience up to speed with the new design. [60 minutes].
Direct3D 10管道(查斯博伊德):通过Direct3D 10渲染管道与每个阶段相关的api的详细审查之旅。与现有图形api的比较有助于让用户更快地了解新设计。(60分钟)。
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引用次数: 4
Shading food: making it tasty for ratatouille 遮阳食物:使它成为炖菜的美味
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281587
Athena Xenakis, E. Tomson
The challenge of shading food on Ratatouille was to work with a stylized look that fit into our world, yet still be readable and recognizable as something appealing to eat. We as humans have a built in sensory system to know what looks right to our eyes and stomach, and finding that acceptable (and tasty) look was the main focus. To achieve this we used subtle illumination techniques that became a general approach we could use for a variety of objects. In this course we will go over a brief technical overview, then descriptions of different concepts, techniques and systems to achieving the look.
在《料理鼠王》中为食物着色的挑战在于,既要让食物看起来符合我们的世界,又要具有可读性和可识别性,成为一种吸引人的食物。作为人类,我们有一个内置的感官系统,可以知道什么对我们的眼睛和胃来说是正确的,找到可接受的(和美味的)外观是主要的重点。为了实现这一点,我们使用了微妙的照明技术,这成为了我们可以用于各种物体的通用方法。在这个过程中,我们将在一个简短的技术概述,然后不同的概念,技术和系统的描述,以实现外观。
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引用次数: 3
Session details: Course 9: From "Shrek" to "Shrek the Third": evolution of CG characters in the "Shrek" films 课程9:从《怪物史莱克》到《怪物史莱克3》:《怪物史莱克》电影中CG角色的演变
Pub Date : 2007-08-05 DOI: 10.1145/3250701
Philippe Gluckman, Guillaume Aretos, D. Doepp, Scott Peterson, Jason Waltman, L. Modesto, Larry Cutler, Bill Seneshen
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引用次数: 3
A sketch-based interface for iterative design and analysis of 3D objects 一个基于草图的界面,用于迭代设计和分析3D对象
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281542
M. Masry, Hod Lipson
This paper presents a freehand, sketch-based interface for Computed Aided Design (CAD) engineering design and finite element analysis. After a user sketches a two dimensional sketch consisting of connected straight and curved strokes, the sketch is processed by two optimization-based reconstruction algorithms that can reconstruct sketches of 3D objects made up of straight lines and planar curves. The proposed implementation allows certain types of objects with over 50 strokes to be reconstructed in interactive time. Following reconstruction, the structural properties of the 3D shape can be examined using finite element analysis. The object can quickly be modified using the pen-based interface according to the results of the analysis. The combination of a rapid, sketch-based design interface and finite element analysis allows users to iteratively design, analyze and modify 3D objects in an intuitive and flexible way.
本文提出了一种用于计算机辅助设计(CAD)工程设计和有限元分析的手绘、基于草图的界面。用户绘制由直线笔画和曲线笔画相连的二维草图后,通过两种基于优化的重建算法对草图进行处理,可以重建由直线和平面曲线组成的三维物体的草图。提出的实现允许在交互时间内重建具有超过50个笔画的特定类型的对象。重建后,可以使用有限元分析来检查三维形状的结构特性。根据分析结果,可以使用基于笔的界面快速修改对象。结合快速,基于草图的设计界面和有限元分析,用户可以直观灵活地迭代设计,分析和修改3D对象。
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引用次数: 67
Session details: Course 29: Crossing the line: moving from film to games (and possibly back) 课程29:跨越界限:从电影转向游戏(也可能回到游戏)
Pub Date : 2007-08-05 DOI: 10.1145/3250718
Evan Hirsch
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引用次数: 0
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