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.
{"title":"Efficient self-shadowed radiosity normal mapping","authors":"Chris Green","doi":"10.1145/1281500.1281664","DOIUrl":"https://doi.org/10.1145/1281500.1281664","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"31 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":"128687310","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}
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.
{"title":"Session details: Course 17: Spatial augmented reality: merging real and virtual worlds","authors":"O. Bimber, R. Raskar","doi":"10.1145/3250709","DOIUrl":"https://doi.org/10.1145/3250709","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"76 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":"133020760","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":"Anyone can make quality animated films!: the 8 basic steps to success Video files associated with this course are available from the citation page","authors":"Eric van Hamersveld, Bob Hanon, Debra Miller","doi":"10.1145/1281500.1281662","DOIUrl":"https://doi.org/10.1145/1281500.1281662","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"33 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":"129310976","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 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].
{"title":"The Direct3D 10 pipeline","authors":"Chas. Boyd","doi":"10.1145/1281500.1281575","DOIUrl":"https://doi.org/10.1145/1281500.1281575","url":null,"abstract":"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].","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"31 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":"123514538","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 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.
{"title":"Shading food: making it tasty for ratatouille","authors":"Athena Xenakis, E. Tomson","doi":"10.1145/1281500.1281587","DOIUrl":"https://doi.org/10.1145/1281500.1281587","url":null,"abstract":"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.","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":"129717059","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}
Philippe Gluckman, Guillaume Aretos, D. Doepp, Scott Peterson, Jason Waltman, L. Modesto, Larry Cutler, Bill Seneshen
{"title":"Session details: Course 9: From \"Shrek\" to \"Shrek the Third\": evolution of CG characters in the \"Shrek\" films","authors":"Philippe Gluckman, Guillaume Aretos, D. Doepp, Scott Peterson, Jason Waltman, L. Modesto, Larry Cutler, Bill Seneshen","doi":"10.1145/3250701","DOIUrl":"https://doi.org/10.1145/3250701","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"35 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":"115518112","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}
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.
{"title":"A sketch-based interface for iterative design and analysis of 3D objects","authors":"M. Masry, Hod Lipson","doi":"10.1145/1281500.1281542","DOIUrl":"https://doi.org/10.1145/1281500.1281542","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"10878 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":"115285796","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 29: Crossing the line: moving from film to games (and possibly back)","authors":"Evan Hirsch","doi":"10.1145/3250718","DOIUrl":"https://doi.org/10.1145/3250718","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"2 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":"131089912","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}