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Clothing manipulation 服装操作
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281540
T. Igarashi, J. Hughes
This paper presents interaction techniques (and the underlying implementations) for putting clothes on a 3D character and manipulating them. The user paints freeform marks on the clothes and corresponding marks on the 3D character; the system then puts the clothes around the body so that corresponding marks match. Internally, the system grows the clothes on the body surface around the marks while maintaining basic cloth constraints via simple relaxation steps. The entire computation takes a few seconds. After that, the user can adjust the placement of the clothes by an enhanced dragging operation. Unlike standard dragging where the user moves a set of vertices in a single direction in 3D space, our dragging operation moves the cloth along the body surface to make possible more flexible operations. The user can apply pushpins to fix certain cloth points during dragging. The techniques are ideal for specifying an initial cloth configuration before applying a more sophisticated cloth simulation.
本文介绍了为3D角色穿上衣服并对其进行操作的交互技术(以及底层实现)。用户在衣服上绘制自由形状的标记,并在3D角色上绘制相应的标记;然后,系统把衣服围在身上,使相应的标记匹配。在内部,该系统在身体表面围绕标记生长衣服,同时通过简单的放松步骤保持基本的布料约束。整个计算只需要几秒钟。之后,用户可以通过增强的拖拽操作来调整衣服的位置。与用户在3D空间中沿单一方向移动一组顶点的标准拖动不同,我们的拖动操作将布料沿着身体表面移动,从而实现更灵活的操作。用户可以在拖动过程中使用图钉固定某些布点。这些技术是在应用更复杂的布料模拟之前指定初始布料配置的理想方法。
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引用次数: 9
Strands and hair: modeling, animation, and rendering 股和头发:建模,动画和渲染
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281689
Sunil Hadap, Marie-Paule Cani, Ming C. Lin, Tae-Yong Kim, F. Bertails, Steve Marschner, Kelly Ward, Zoran Kacic-Alesic
The last six years has seen a renaissance in hair modeling, rendering and animation. This course covers the gamut of hair simulation problems and present working solutions, from recent and novel research ideas to time tested industrial practices that resulted in spectacular imagery.
在过去的六年里,人们看到了头发造型、渲染和动画的复兴。本课程涵盖了头发模拟问题的范围和目前的工作解决方案,从最近和新颖的研究思路到经过时间考验的工业实践,产生了壮观的图像。
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引用次数: 3
GPU-friendly accelerated mesh-based and mesh-less techniques for the output-sensitive rendering of huge complex 3D models gpu友好的加速基于网格和无网格技术,用于庞大复杂3D模型的输出敏感渲染
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281568
E. Gobbetti, F. Marton
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引用次数: 2
Porting game engines to Direct3D 10: Relic Entertainment's Company of Heroes 将游戏引擎移植到Direct3D 10: Relic Entertainment的《英雄连》
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281579
Daniel Barrero
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。
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引用次数: 0
The mobile 3D ecosystem 移动3D生态系统
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281658
K. Pulli, Jani Vaarala, Ville Miettinen, Robert J. Simpson, T. Aarnio, M. Callow
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引用次数: 3
Putting theory into practice 把理论付诸实践
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281571
D. Kasik
materials as feasible. Genuine materials are, as Widdowson pointed out in 1979, language samples not constructed for the purpose of language learning. (cf. Widdowson, 1979:80) Authentic tasks would then be tasks and learning projects as well as activities of knowledge construction which truly enable learners to explore the target language in it structure and functionality when working with such genuine “texts”. David Little describes this approach to authenticity in language learning as creating opportunities for the learner to “psychologically interact” with the target language, “by which we mean the psychological processing of target language input in such a way that it interlocks with and modifies the learner’s existing knowledge.” (Little, 1989: 5) He continues by pointing out that such a process is only possible if the learner regards the learning material as having “personal significance”; it can, therefore, be reasonably assumed that authentic texts, preferably taken from sources which relate to the learners’ real world and everyday life, have such a quality.
可行的材料。正如Widdowson在1979年指出的那样,真正的材料不是为了语言学习而构建的语言样本。(cf. Widdowson, 1979:80)那么,真正的任务就是在使用这些真正的“文本”时,真正使学习者能够探索目的语的结构和功能的任务和学习项目以及知识建构活动。大卫·利特尔(David Little)将这种语言学习中的真实性方法描述为为学习者创造与目标语言“心理互动”的机会,“我们指的是对目标语言输入的心理处理,这种处理与学习者现有的知识互锁并修改。”(Little, 1989: 5)他接着指出,只有当学习者认为学习材料具有“个人意义”时,这样的过程才有可能发生;因此,我们可以合理地假设,真正的文本,最好是取自与学习者的真实世界和日常生活有关的来源,具有这种品质。
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引用次数: 0
GPU architecture overview GPU架构概述
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281643
J. Owens
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引用次数: 75
Implementation details 实现细节
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281621
Jaroslav Křivánek
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引用次数: 47
Lighting food 照明的食物
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281588
Stefan Gronsky
A passion for food is a central element of Ratatouille. The audience must identify with the main characters' love of good food in order to understand the characters' motivations. When it comes to lighting the film, this means that a guiding principle was to make food look delicious so that the audience would be able to imagine the smell and taste of it.
对食物的热情是《料理鼠王》的核心元素。观众必须认同主角对美食的热爱,才能理解角色的动机。当谈到电影的照明时,这意味着指导原则是让食物看起来很美味,这样观众就能想象到它的气味和味道。
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引用次数: 4
Understanding GPUs through benchmarking 通过基准测试了解gpu
Pub Date : 2007-08-05 DOI: 10.1145/1281500.1281649
M. Houston
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引用次数: 4
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