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A rapid hierarchical rendering technique for translucent materials 半透明材料的快速分层渲染技术
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198592
H. Jensen, Juan Buhler
This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scattering inside the material. This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.
介绍了一种高效的半透明材质双通道渲染技术。我们将表面辐照度的计算与材料内部散射的计算解耦。这是通过将评估分为两个通道来完成的,其中第一个通道包括计算表面上选定点的辐照度。第二步使用快速分层积分技术来评估基于辐照度样本的扩散近似。这种方法比以前渲染半透明材料的方法要快得多,而且它的优点是与扫描线渲染和全局照明方法无缝集成。我们从我们的实现中展示了几个图像和动画,证明了该方法既快速又健壮,使其适合在生产中渲染半透明材料。
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引用次数: 238
Session details: Acting and movement for animators: students, teachers, and professionals 会议细节:动画师的表演和运动:学生,教师和专业人士
Pub Date : 2005-07-31 DOI: 10.1145/3245711
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引用次数: 0
A unified treatment of elastostatic contact simulation for real time haptics 实时触觉弹性静力接触仿真的统一处理
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198614
Doug L. James, D. Pai
We describe real-time, physically-based simulation algorithms for haptic interaction with elastic objects. Simulation of contact with elastic objects has been a challenge, due to the complexity of physically accurate simulation and the difficulty of constructing useful approximations suitable for real time interaction. We show that this challenge can be effectively solved for many applications. In particular global deformation of linear elastostatic objects can be efficiently solved with low run-time computational costs, using precomputed Green's functions and fast low-rank updates based on Capacitance Matrix Algorithms. The capacitance matrices constitute exact force response models, allowing contact forces to be computed much faster than global deformation behavior. Vertex pressure masks are introduced to support the convenient abstraction of localized scale-specific point-like contact with an elastic and/or rigid surface approximated by a polyhedral mesh. Finally, we present several examples using the CyberGlove™ and PHANToM™ haptic interfaces.
我们描述了与弹性物体的触觉交互的实时,基于物理的仿真算法。由于物理精确模拟的复杂性和构建适合实时交互的有用近似的困难,与弹性物体的接触模拟一直是一个挑战。我们表明,这一挑战可以有效地解决许多应用程序。特别是线性弹性静力物体的全局变形,利用预先计算的格林函数和基于电容矩阵算法的快速低秩更新,可以以较低的运行时计算成本有效地求解。电容矩阵构成了精确的力响应模型,使得接触力的计算比全局变形行为要快得多。引入顶点压力掩模以支持方便地抽象局部尺度特定的点状接触,这些接触与由多面体网格近似的弹性和/或刚性表面有关。最后,我们介绍了几个使用CyberGlove™和PHANToM™触觉接口的例子。
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引用次数: 113
GPU computation strategies & tricks GPU计算策略和技巧
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198776
I. Buck
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引用次数: 8
Using particles to sample and control implicit surfaces 使用粒子采样和控制隐式表面
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198656
A. Witkin, Paul S. Heckbert
We present a new particle-based approach to sampling and controlling implicit surfaces. A simple constraint locks a set of particles onto a surface while the particles and the surface move. We use the constraint to make surfaces follow particles, and to make particles follow surfaces. We implement control points for direct manipulation by specifying particle motions, then solving for surface motion that maintains the constraint. For sampling and rendering, we run the constraint in the other direction, creating floater particles that roam freely over the surface. Local repulsion is used to make floaters spread evenly across the surface. By varying the radius of repulsion adaptively, and fissioning or killing particles based on the local density, we can achieve good sampling distributions very rapidly, and maintain them even in the face of rapid and extreme deformations and changes in surface topology.
我们提出了一种新的基于粒子的隐式曲面采样和控制方法。当粒子和表面移动时,一个简单的约束将一组粒子锁定在一个表面上。我们用这个约束让表面跟随粒子,让粒子跟随表面。我们通过指定粒子运动来实现直接操作的控制点,然后求解维持约束的表面运动。对于采样和渲染,我们在另一个方向上运行约束,创建在表面上自由漫游的漂浮粒子。局部斥力被用来使漂浮物均匀地分布在表面上。通过自适应地改变斥力半径,并根据局部密度裂变或杀死粒子,我们可以非常快速地获得良好的采样分布,并且即使面对快速和极端的变形和表面拓扑变化也能保持它们。
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引用次数: 380
Supporting animation and interaction 支持动画和交互
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198752
I. Wald
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引用次数: 0
Performance OpenGL: platform independent techniques 性能OpenGL:平台无关的技术
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198684
Bob Kuehne, T. True, Alan Y. Commike, D. Shreiner
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引用次数: 8
Modeling and rendering of metallic patinas 金属铜绿的建模和渲染
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198695
Julie Dorsey, P. Hanrahan
An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering --- metallic patinas. A patina is a film or incrustation on a surface that is produced by the removal of material, the addition of material, or the chemical alteration of a surface. Oxidation, sulphidization, and painting are examples of phenomena that produce patinas.We represent a surface as a series of layers. Patinas are simulated with a collection of operators, such as "coat," "erode," and "polish," which are applied to the layered structure. The development of patinas is modulated according to an object's geometry and local environmental factors. We introduce a technique to model the reflectance and transmission of light through the layered structure using the Kubelka-Munk model. This representation yields a model that can simulate many aspects of the time-dependent appearance of metals as they are exposed to the atmosphere or treated chemically. We demonstrate the approach with a collection of copper models.
在图像合成中缺少的一个重要组成部分是风化的影响。在本文中,我们提出了一种建模和绘制一种风化金属铜绿的方法。铜绿是由于去除材料、添加材料或表面化学变化而在表面上形成的一层薄膜或结痂。氧化、硫化和绘画都是产生铜绿的现象。我们把一个表面表示为一系列的层。铜绿是通过一系列操作来模拟的,比如“涂层”、“腐蚀”和“抛光”,这些操作应用于分层结构。铜绿的发展是根据物体的几何形状和当地的环境因素来调节的。我们介绍了一种利用Kubelka-Munk模型模拟光在层状结构中的反射率和透射率的方法。这种表示产生的模型可以模拟金属暴露在大气中或化学处理时随时间变化的外观的许多方面。我们用一组铜模型来演示这种方法。
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引用次数: 13
Session details: Pre-computed radiance transfer: theory and practice 会议细节:预计算辐射转移:理论和实践
Pub Date : 2005-07-31 DOI: 10.1145/3245712
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引用次数: 0
High level languages for GPUs gpu的高级语言
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198772
I. Buck
• HLSL and Cg are syntactically almost identical • Exception: Cg 1.3 allows shader “interfaces”, unsized arrays • Command line compilers • Microsoft’s FXC.exe • Compiles to DirectX vertex and pixel shader assembly only • fxc /Tps_2_0 myshader.hlsl • NVIDIA’s CGC.exe • Compiles to everything • cgc -profile ps_2_0 myshader.cg • Can generate very different assembly! • Driver will recompile code • Compliance may vary
•HLSL和Cg在语法上几乎相同•例外:Cg 1.3允许着色器“接口”,不大小数组•命令行编译器•微软的fxc .exe•编译到DirectX顶点和像素着色器组装仅•fxc /Tps_2_0 myshader。•cgc -profile ps2_0 myshader。cg•可以生成非常不同的组装!•驱动程序将重新编译代码•遵从性可能有所不同
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引用次数: 4
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ACM SIGGRAPH 2005 Courses
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