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.
{"title":"Clothing manipulation","authors":"T. Igarashi, J. Hughes","doi":"10.1145/1281500.1281540","DOIUrl":"https://doi.org/10.1145/1281500.1281540","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"41 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":"121119917","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}
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.
{"title":"Strands and hair: modeling, animation, and rendering","authors":"Sunil Hadap, Marie-Paule Cani, Ming C. Lin, Tae-Yong Kim, F. Bertails, Steve Marschner, Kelly Ward, Zoran Kacic-Alesic","doi":"10.1145/1281500.1281689","DOIUrl":"https://doi.org/10.1145/1281500.1281689","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"110 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":"124871499","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":"GPU-friendly accelerated mesh-based and mesh-less techniques for the output-sensitive rendering of huge complex 3D models","authors":"E. Gobbetti, F. Marton","doi":"10.1145/1281500.1281568","DOIUrl":"https://doi.org/10.1145/1281500.1281568","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"56 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":"127214126","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}
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.
{"title":"Porting game engines to Direct3D 10: Relic Entertainment's Company of Heroes","authors":"Daniel Barrero","doi":"10.1145/1281500.1281579","DOIUrl":"https://doi.org/10.1145/1281500.1281579","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":"12 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":"122037367","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}
K. Pulli, Jani Vaarala, Ville Miettinen, Robert J. Simpson, T. Aarnio, M. Callow
{"title":"The mobile 3D ecosystem","authors":"K. Pulli, Jani Vaarala, Ville Miettinen, Robert J. Simpson, T. Aarnio, M. Callow","doi":"10.1145/1281500.1281658","DOIUrl":"https://doi.org/10.1145/1281500.1281658","url":null,"abstract":"","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"12 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":"114314395","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}
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.
{"title":"Putting theory into practice","authors":"D. Kasik","doi":"10.1145/1281500.1281571","DOIUrl":"https://doi.org/10.1145/1281500.1281571","url":null,"abstract":"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.","PeriodicalId":184610,"journal":{"name":"ACM SIGGRAPH 2007 courses","volume":"24 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":"130680221","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}
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.
{"title":"Lighting food","authors":"Stefan Gronsky","doi":"10.1145/1281500.1281588","DOIUrl":"https://doi.org/10.1145/1281500.1281588","url":null,"abstract":"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.","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":"130167058","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}