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Overview technical context 概述技术背景
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281564
D. Kasik
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引用次数: 0
Fluid simulation: SIGGRAPH 2007 course notesVideo files associated with this course are available from the citation page 流体模拟:SIGGRAPH 2007课程笔记与本课程相关的视频文件可从引文页获得
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281681
R. Bridson, M. Müller-Fischer
Animating fluids like water, smoke, and fire by physics-based simulation is increasingly important in visual effects and is starting to make an impact in real-time games. This course goes from the basics of 3D fluid flow to the state of the art in graphics. We will begin with an intuitive explanation of the important concepts in fluid simulation, and as we progress demonstrate how to implement an effective smoke and water simulation system, complete with irregular curved boundaries and surface tension. The last half of the course will cover advanced topics such as fire and explosions, adaptive grid methods, real-time-capable algorithms together with the latest technology in hardware acceleration, and non-Newtonian fluids like sand. Intuition and implementation details will be underscored throughout.
基于物理模拟的水、烟和火等流体动画在视觉效果中越来越重要,并开始对实时游戏产生影响。本课程从3D流体流动的基础知识到图形艺术的状态。我们将从流体模拟中重要概念的直观解释开始,并随着我们的进展演示如何实现有效的烟雾和水模拟系统,完成不规则弯曲的边界和表面张力。课程的后半部分将涵盖高级主题,如火灾和爆炸、自适应网格方法、实时算法以及最新的硬件加速技术,以及像沙子这样的非牛顿流体。直觉和实现细节将贯穿始终。
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引用次数: 105
Finding next gen: CryEngine 2 寻找下一代:CryEngine 2
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281671
Martin Mittring
In this chapter we do not present one specific algorithm; instead we try to describe the approaches the German company named Crytek took to find certain rendering algorithms that work well together. We believe this information is valuable for anyone that wants to implement similar rendering algorithms because often the implementation challenges arise when combining with other algorithms. We will also describe briefly the path to it as that covers alternative approaches you also might want to consider. This is not a complete description of everything that was done on the rendering side because for this chapter we picked certain areas that are of interest specifically for this audience and limited ourselves to a presentable extend. The work presented here takes significant advantage of research done by the graphics community in recent years and combines it with novel ideas developed within Crytek to realize implementations that efficiently map onto graphics hardware.
在本章中,我们不提出一个具体的算法;相反,我们试图描述德国公司Crytek找到某些渲染算法的方法,这些算法可以很好地协同工作。我们相信这些信息对于任何想要实现类似渲染算法的人都是有价值的,因为在与其他算法结合时,通常会出现实现挑战。我们还将简要描述实现它的路径,因为它涵盖了您也可能想要考虑的其他方法。这并不是对渲染方面所做的一切的完整描述,因为在本章中,我们选择了一些观众特别感兴趣的领域,并将我们自己限制在一个像样的扩展。本文介绍的工作充分利用了近年来图形社区所做的研究,并将其与Crytek内部开发的新思想相结合,以实现有效映射到图形硬件的实现。
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引用次数: 284
Data-parallel algorithms and data structures 数据并行算法和数据结构
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281644
J. Owens
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引用次数: 8
Real-time particle systems on the GPU in dynamic environments 动态环境下GPU上的实时粒子系统
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281670
S. Drone
Particle systems ([Reeves83, Sims90, McAllister00]) have been the mainstay of video game effects for the past decade. They have been used to simulate everything from explosions ([Burg2000]) to swarms of insects ([Reynolds87]). As more and more processing power is becoming available on commodity graphics processors, many video game subsystems are now moving over to the GPU. Particle systems have moved with them, but in doing so, have lost some of their functionality in the move.
粒子系统([Reeves83, Sims90, McAllister00])在过去十年中一直是电子游戏效果的支柱。它们被用来模拟从爆炸([Burg2000])到昆虫群([Reynolds87])的一切。随着越来越多的处理能力在商用图形处理器上变得可用,许多视频游戏子系统现在正在转向GPU。粒子系统也随之移动,但在移动过程中失去了一些功能。
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引用次数: 26
CUDA: performance tips and tricks CUDA:性能提示和技巧
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281650
Mark J. Harris
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引用次数: 29
Temporal coherence 时间相干性
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281624
Pascal Gautron
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引用次数: 18
Sketching mesh deformations 绘制网格变形
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281552
Youngihn Kho, Michael Garland
Techniques for interactive deformation of unstructured polygon meshes are of fundamental importance to a host of applications. Most traditional approaches to this problem have emphasized precise control over the deformation being made. However, they are often cumbersome and unintuitive for non-expert users. In this paper, we present an interactive system for deforming unstructured polygon meshes that is very easy to use. The user interacts with the system by sketching curves in the image plane. A single stroke can define a free-form skeleton and the region of the model to be deformed. By sketching the desired deformation of this reference curve, the user can implicitly and intuitively control the deformation of an entire region of the surface. At the same time, the reference curve also provides a basis for controlling additional parameters, such as twist and scaling. We demonstrate that our system can be used to interactively edit a variety of unstructured mesh models with very little effort. We also show that our formulation of the deformation provides a natural way to interpolate between character poses, allowing generation of simple key framed animations.
非结构化多边形网格的交互变形技术对许多应用具有重要意义。解决这一问题的大多数传统方法都强调对变形的精确控制。然而,对于非专业用户来说,它们通常很麻烦且不直观。在本文中,我们提出了一个非常容易使用的非结构化多边形网格变形交互系统。用户通过在图像平面上绘制曲线与系统交互。一个笔画可以定义一个自由形式的骨架和要变形的模型区域。通过绘制该参考曲线的所需变形,用户可以隐式和直观地控制整个表面区域的变形。同时,该参考曲线还为控制附加参数(如捻度和标度)提供了依据。我们证明,我们的系统可以用来交互地编辑各种非结构化网格模型非常少的努力。我们还表明,我们的变形公式提供了一种自然的方式来插入角色姿势之间,允许生成简单的关键帧动画。
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引用次数: 1
SPVN: a new application framework for interactive visualization of large datasets SPVN:用于大型数据集交互式可视化的新应用程序框架
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281566
W. Corrêa, James T. Klosowski, Christopher J. Morris, Thomas M. Jackmann
We present SPVN (Scalable Parallel Visual Networking), a new application framework for interactive visualization of large datasets. We designed SPVN with four main goals in mind. First, we wanted to make it easier for developers to write visualization applications that can handle massive datasets and deliver interactive frame rates. SPVN provides developers with efficient implementations of many optimization techniques such as spatialization, simplification, view-frustum culling, occlusion culling, multithreading, and prefetching. Second, we wanted developers to better leverage the performance and scalability of a cluster of inexpensive rendering servers, while insulating them from the complexities of distributed programming. SPVN provides implementations of sort-first rendering with dynamic load balancing, sort-last rendering with depth-order and binary-swap image compositing, and a distributed shared memory mechanism that gives programmers the illusion that all machines have all the data at all times. Third, we wanted to support multiple low-level rendering libraries. SPVN separates modeling from rendering so that the same scene can be rendered by different back-ends (e.g., OpenGL, DirectX, or ray tracing). Finally, we wanted SPVN to be easy to use and extend. SPVN uses the familiar concept of a scene graph, applies many well-established design patterns (e.g., smart pointers, factories, observers, and visitors), and allows for extensions of shape classes, rendering algorithms, and file formats using registry and plug-in mechanisms. We have used SPVN to develop both remote and immersive visualization applications, and found that SPVN reduces the amount of time and money it takes to write such applications.
我们提出了SPVN(可扩展并行可视化网络),一个新的大型数据集交互式可视化应用框架。我们在设计SPVN时考虑了四个主要目标。首先,我们想让开发人员更容易编写可视化应用程序,这些应用程序可以处理大量数据集并提供交互式帧率。SPVN为开发人员提供了许多优化技术的有效实现,如空间化、简化、视锥剔除、遮挡剔除、多线程和预取。其次,我们希望开发人员更好地利用廉价呈现服务器集群的性能和可伸缩性,同时将它们与分布式编程的复杂性隔离开来。SPVN提供了具有动态负载平衡的优先排序呈现实现,具有深度顺序和二进制交换图像合成的最后排序呈现实现,以及分布式共享内存机制,该机制使程序员产生所有机器在任何时候都拥有所有数据的错觉。第三,我们希望支持多个低级渲染库。SPVN将建模与渲染分离开来,因此相同的场景可以由不同的后端渲染(例如,OpenGL, DirectX或光线追踪)。最后,我们希望SPVN易于使用和扩展。SPVN使用熟悉的场景图概念,应用许多完善的设计模式(例如,智能指针、工厂、观察者和访问者),并允许使用注册表和插件机制扩展形状类、呈现算法和文件格式。我们已经使用SPVN来开发远程和沉浸式可视化应用程序,并且发现SPVN减少了编写此类应用程序所需的时间和金钱。
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引用次数: 9
Session details: Course 21: Database techniques with motion capture 课程21:数据库技术与动作捕捉
Pub Date : 2007-08-05 DOI: 10.1145/3250712
N. Pollard
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引用次数: 0
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