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Fast, minimum storage ray/triangle intersection 快速,最小存储射线/三角形相交
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198746
T. Akenine-Möller, Ben Trumbore
We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base of that vector which yields a vector (t u v)T, where t is the distance to the plane in which the triangle lies and (u, v) represents the coordinates inside the triangle.One advantage of this method is that the plane equation need not be computed on the fly nor be stored, which can amount to significant memory savings for triangle meshes. As we found our method to be comparable in speed to previous methods, we believe it is the fastest ray/triangle intersection routine for triangles which do not have precomputed plane equations.
我们提出了一种确定射线是否与三角形相交的简洁算法。该算法转换光线的原点,然后改变该向量的底,从而得到向量(t u v) t,其中t是到三角形所在平面的距离,(u, v)表示三角形内部的坐标。这种方法的一个优点是,平面方程不需要在飞行中计算,也不需要存储,这可以为三角形网格节省大量内存。由于我们发现我们的方法在速度上与以前的方法相当,我们相信对于没有预先计算平面方程的三角形,它是最快的射线/三角形相交例程。
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引用次数: 849
Session details: Introduction to SIGGRAPH and computer graphics 课程细节:SIGGRAPH和计算机图形学介绍
Pub Date : 2005-07-31 DOI: 10.1145/3245706
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引用次数: 0
Session details: Spatial augmented reality: a modern approach to augmented reality 会议细节:空间增强现实:增强现实的现代方法
Pub Date : 2005-07-31 DOI: 10.1145/3245724
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引用次数: 5
Session details: Discrete differential geometry: an applied introduction 会议细节:离散微分几何:应用介绍
Pub Date : 2005-07-31 DOI: 10.1145/3245708
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引用次数: 0
Quantum rendering: an introduction to quantum computing, quantum algorithms and their applications to computer graphics 量子渲染:介绍量子计算、量子算法及其在计算机图形学中的应用
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198722
M. Lanzagorta, J. Uhlmann
Course Description: This course intends to present a concise and self-contained introduction to quantum computing and its application to computer graphics. Besides providing a general overview of quantum computing, we will discuss the theoretical limitations of classical computing for graphics and simulation, and how quantum computers can overcome these restrictions. Prerequisites: The course will be self-contained and will not assume any prior knowledge of quantum physics or quantum computing. Familiarity with classical rendering algorithms such as Z-Buffering and ray casting will be helpful. A basic understanding of linear algebra and vector spaces is absolutely required. Siggraph Course Materials:-We have included the full set of slides intended for the Siggraph 2005 course.-We have also included our paper, " Hybrid Quantum-Classical Computing with Applications to Computer Graphics " , which reviews the highlights from our previous technical publications on the application of quantum computing to computer graphics.-The Glassner directory has a copy of Andrew Glassner's brilliant introduction to Quantum Computing.-The NIST directory has the source code and documentation provided by Paul Black for the NIST quantum computer simulator. Introduction Introduction Motivation to study quantum computing and its applications to computer graphics • At very small scales, nature is described by quantum physics instead of classical physics. • Before the year 2020, miniaturization will reach subatomic scales, and quantum phenomena will drastically affect the behavior of semiconductors and microchips. • Around the year 2020 improving the performance of classical bit-oriented computers will reach a fundamental physical limit. The impact on computer graphics (1) • Final Fantasy, a quasi-photo-realistic computer generated animated film opened in 2001. • The average rendering time for a single frame was about 10 hrs on a 933 MHz Pentium processor. • To have a stereoscopic Virtual Reality system running at 60 fps of quality similar to Final Fantasy means a speedup of about 2,160,000. • Moore's law predicts such a processor by the year 2032, but this is well after the point at which classical computing will have exceeded the limitations of semiconductors. • Therefore, such a VR system will not be made of traditional silicon microchips. – Recent developments in dedicated graphics processors (i.e. graphics cards) may push back the date to about 2021 (optimistic but still problematic), and not before 2011 (even in this highly optimistic case, Final Fantasy is not completely photo-realistic). – Of course, new algorithmic techniques may dramatically improve rendering performance, but this is …
课程描述:本课程旨在介绍量子计算及其在计算机图形学中的应用。除了提供量子计算的一般概述外,我们还将讨论图形和模拟经典计算的理论限制,以及量子计算机如何克服这些限制。先决条件:本课程将是独立的,不要求任何量子物理或量子计算的先验知识。熟悉经典的渲染算法,如Z-Buffering和光线投射将有所帮助。对线性代数和向量空间有基本的了解是绝对必要的。Siggraph课程材料:我们已经为Siggraph 2005课程提供了全套幻灯片。-我们也收录了我们的论文“混合量子-经典计算与计算机图形学的应用”,其中回顾了我们以前关于量子计算在计算机图形学中的应用的技术出版物中的亮点。- Glassner目录中有一份Andrew Glassner关于量子计算的精彩介绍。- NIST目录中有Paul Black为NIST量子计算机模拟器提供的源代码和文档。•在非常小的尺度上,自然是由量子物理学而不是经典物理学来描述的。在2020年之前,小型化将达到亚原子尺度,量子现象将极大地影响半导体和微芯片的行为。•在2020年左右,提高经典的位计算机的性能将达到一个基本的物理极限。•《最终幻想》,一部准真实感的电脑动画电影,于2001年上映。•在933 MHz的奔腾处理器上,单帧的平均渲染时间约为10小时。•让立体虚拟现实系统以60帧/秒的质量运行,类似于《最终幻想》意味着加速大约216万。•摩尔定律预测,这样的处理器将在2032年问世,但这远远晚于经典计算突破半导体限制的时间点。•因此,这样的VR系统将不会使用传统的硅芯片。-专用图形处理器(即显卡)的最新发展可能会将日期推迟到2021年左右(乐观但仍有问题),而不是2011年之前(即使在这种高度乐观的情况下,最终幻想也不是完全逼真的)。-当然,新的算法技术可能会显著提高渲染性能,但这是…
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引用次数: 4
Layered manufacturing as a graphics display device 分层制造作为图形显示设备
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198703
Sara McMains, M. Bailey, R. Crawford
Course description Traditionally, computer graphics practitioners have modeled virtual objects to be rendered on a 2D computer screen, but the latest 3D layered manufacturing technologies can quickly and easily transform a 3D computer model into a physical 3D model. In this course, participants learn about commercial layered manufacturing systems and promising new technologies, including stereolithography (SLA), 3-D printing, fused deposition modeling (FDM), selective laser sintering (SLS), and laminated object manufacturing (LOM). In all these processes, a triangulated boundary representation (b-rep) of the CAD model of the part is sliced into horizontal, 2.5-D layers of uniform thickness. Each cross sectional layer is successively deposited, hardened, fused, or cut, depending on the particular process, and attached to the layer beneath it. (For technologies such as SLA and FDM, a sacrificial support structure must also be built to support overhanging geometry.) The stacked layers form the final part. The speakers will present case studies from a variety of application areas, including scientific visualization, medical applications, consumer electronics design prototypes, mathematical models, and geometric sculptures. They will explain the advantages and disadvantages of different technologies in the context of part geometry, post-processing requirements, and the intended use of the part. They will share their personal experiences about the real costs and typical failure modes of different systems (what the vendors don't tell you). Speakers will also discuss the uses of layered manufacturing in education. Prerequisites Basic familiarity with 3D modeling or 3D CAD and some familiarity with 3D geometric modeling concepts and terminology. Introduction to 3D layered manufacturing Commercial 3D layered manufacturing processes • Photopolymers –Photolithography • Thermoplastic deposition –Extrusion • Powder based –3D Printing, mono-and color –Sintering Applications experiences: functional mechanical parts • Lamination Applications experiences: scientific visualization-molecular modeling-medical modeling-terrain surfaces-isovolumes Summary, Questions and Answers (including discussion of parts/application areas suggested by audience)
传统上,计算机图形学从业者已经在2D计算机屏幕上建模虚拟对象,但最新的3D分层制造技术可以快速轻松地将3D计算机模型转换为物理3D模型。在本课程中,参与者将了解商业分层制造系统和有前途的新技术,包括立体光刻(SLA), 3d打印,熔融沉积建模(FDM),选择性激光烧结(SLS)和层压对象制造(LOM)。在所有这些过程中,零件CAD模型的三角边界表示(b-rep)被切割成均匀厚度的水平2.5 d层。每个横截面层依次沉积、硬化、熔融或切割,这取决于特定的工艺,并附着在它下面的层上。(对于SLA和FDM等技术,还必须建立一个牺牲支撑结构来支持悬挑几何形状。)堆叠的层构成了最后的部分。演讲者将展示各种应用领域的案例研究,包括科学可视化、医疗应用、消费电子设计原型、数学模型和几何雕塑。他们将在零件几何形状、后处理要求和零件的预期用途的背景下解释不同技术的优缺点。他们将分享他们关于不同系统的实际成本和典型故障模式的个人经验(供应商没有告诉您的)。演讲者还将讨论分层制造在教育中的应用。基本熟悉3D建模或3D CAD,熟悉3D几何建模概念和术语。3D分层制造简介商业3D分层制造工艺•光聚合物-光刻•热塑性沉积-挤出•粉末基-单色和彩色3D打印-烧结应用经验:功能机械部件•层压应用经验:科学可视化-分子建模-医学建模-地形表面-等体积总结,问题和答案(包括观众建议的零件/应用领域的讨论)
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引用次数: 2
Taxonomy of digital creatures: interpreting character designs as computer graphics techniques: Copyright restrictions prevent ACM from providing the full text for this work. 数字生物的分类:将字符设计解释为计算机图形技术:版权限制阻止ACM提供本作品的全文。
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198692
Tim McLaughlin
ion, in artistic terms, is the process of taking known elements and turning them into new forms. Abstract art can also sometimes be described as non-representational. That is not how the term is used here. Abstract design, as it relates to creature design style, describes digital creatures whose forms are composed of physically plausible elements, but in which those elements have been proportioned or combined in not found in nature. Abstract digital creatures are heavily represented in feature film production. Most often the reason for creating a creature effect in computer graphics is because the forms are physically implausible to model or animate practically. It is not uncommon to hear that the idea of using an actor in makeup and a prosthetic suit was considered for a project but the limb proportions or mass prevented the idea from proving sensible for the performance required.digital creatures are heavily represented in feature film production. Most often the reason for creating a creature effect in computer graphics is because the forms are physically implausible to model or animate practically. It is not uncommon to hear that the idea of using an actor in makeup and a prosthetic suit was considered for a project but the limb proportions or mass prevented the idea from proving sensible for the performance required. When considering abstract designs in term of computer graphics techniques it is important to stay rooted in the real world. Abstract creatures should create the visual impression that they are believably organic. Texturing and shading, in particular, should have the material quality (reflectance, refraction, displacement and color detail) that real world creatures of that size possess. Similarly, forms and deformations should bring to the viewer?s mind the same degree of physical believability that a real world creature would present.
在艺术术语中,离子是将已知元素转化为新形式的过程。抽象艺术有时也可以被描述为非具象艺术。这个词在这里不是这么用的。抽象设计,因为它与生物设计风格有关,描述的是由物理上合理的元素组成的数字生物,但这些元素在自然界中是不成比例的或组合的。抽象的数字生物在故事片制作中有大量的表现。大多数情况下,在计算机图形中创建生物效果的原因是因为这些形式在物理上难以建模或实际动画。我们经常听到这样的想法:在一个项目中使用化妆的演员和假体服装,但肢体的比例或质量使这个想法无法证明对所需的表演是合理的。数字生物在故事片制作中占有重要地位。大多数情况下,在计算机图形中创建生物效果的原因是因为这些形式在物理上难以建模或实际动画。我们经常听到这样的想法:在一个项目中使用化妆的演员和假体服装,但肢体的比例或质量使这个想法无法证明对所需的表演是合理的。在考虑计算机图形技术方面的抽象设计时,重要的是要扎根于现实世界。抽象的生物应该创造一种视觉印象,即它们是可信的有机生物。纹理和阴影,特别是,应该有材料质量(反射率,折射,位移和颜色细节),真实世界的生物的大小拥有。同样,形式和变形应该给观众带来什么?我们的头脑与真实世界的生物所呈现的物理可信度相同。
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引用次数: 5
Mapping computational concepts to GPUs 将计算概念映射到gpu
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198768
Mark J. Harris
Recently, graphics processors have emerged as a powerful computational platform. A variety of encouraging results, mostly from researchers using GPUs to accelerate scientific computing and visualization applications, have shown that significant speedups can be achieved by applying GPUs to data-parallel computational problems. However, attaining these speedups requires knowledge of GPU programming and architecture.The preceding chapters have described the architecture of modern GPUs and the trends that govern their performance and design. Continuing from the concepts introduced in those chapters, in this chapter we present intuitive mappings of standard computational concepts onto the special-purpose features of GPUs. After presenting the basics, we introduce a simple GPU programming framework and demonstrate the use of the framework in a short sample program.
最近,图形处理器已经成为一个强大的计算平台。各种令人鼓舞的结果,主要来自使用gpu加速科学计算和可视化应用的研究人员,已经表明通过将gpu应用于数据并行计算问题可以实现显着的加速。然而,实现这些加速需要GPU编程和架构的知识。前面的章节描述了现代gpu的架构以及控制其性能和设计的趋势。继续在那些章节中介绍的概念,在本章中,我们将标准计算概念直观地映射到gpu的专用功能上。在介绍基础知识之后,我们将介绍一个简单的GPU编程框架,并在一个简短的示例程序中演示该框架的使用。
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引用次数: 230
Data structures for graphics 图形数据结构
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198742
P. Shirley
There are a variety of data structures that seem to pop up repeatedly in graphics applications. This chapter talks about three basic and unrelated data structures that are among the most common and useful. There are many variants of these data structures, but the basic ideas behind them can be conveyed using an example of each.
在图形应用程序中,似乎有各种各样的数据结构反复出现。本章将讨论三种基本且不相关的数据结构,它们是最常见和最有用的。这些数据结构有许多变体,但它们背后的基本思想可以通过每个示例来传达。
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引用次数: 1
Database and stream mining using GPUs 使用gpu的数据库和流挖掘
Pub Date : 2005-07-31 DOI: 10.1145/1198555.1198778
N. Govindaraju
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引用次数: 0
期刊
ACM SIGGRAPH 2005 Courses
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