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Proceedings of the 29th annual conference on Computer graphics and interactive techniques最新文献

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Session details: Lighting and appearance 会议细节:灯光和外观
Steve Marschner
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引用次数: 0
Session details: Character animation 会话细节:角色动画
H. Shum
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引用次数: 0
Session details: 3D acquisition and image based rendering 会议细节:3D采集和基于图像的渲染
M. Gross
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引用次数: 0
Session details: Painting and non-photorealistic graphics 会议细节:绘画和非真实感图形
J. P. Lewis
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引用次数: 0
Proceedings of the 29th annual conference on Computer graphics and interactive techniques 第29届计算机图形学与交互技术年会论文集
Tom Appolloni
Welcome to the SIGGRAPH 2002 Papers Program. It's an exciting collection that pushes the boundaries of our field. Several areas have an increased presence: the numerical simulation of natural phenomena; data- driven synthesis, including texture synthesis from images and motion synthesis from motion-capture data; and image- and video-processing methods.There were 358 submissions and 67 acceptances. About six dual submissions to other conferences were discovered and rejected automatically. The 358 submissions represent a 20% increase over last year.The papers are arranged in their order of presentation, grouped into sessions. Sessions are created after the paper selection process and thus reflect the result of the selection. We take all of the papers that are good enough and then figure out sessions for them. I once heard of a conference in which reviewers give one of three ratings: "Accept," "Reject," and "Accept as Filler." By avoiding the preselection of topics, i hope we can forever avoid that third category.There are several notable changes this year. First and foremost, as the start of a two-year experiment, this year's papers are published as an issue of ACM Transactions on Graphics (TOG). Because TOG is a journal, papers had to be refereed rather than just reviewed. Each submission was either accepted, accepted with minor changes, or rejected. Kurt Akeley's idea, for S1GGRAPH 2000, of only accepting papers "as is" was a great step towards fairness. But I felt that it also let some bad things happen -- papers were rejected because of just a few misplaced words. Letting reviewers require minor changes addresses this issue. The authors made these changes and a referee checked them. If the author felt that the minor changes were not acceptable, s/be was welcome to withdraw the paper. The advantages to this new approach are threefold: papers are double-checked for mistakes; small mistakes or omissions can be fixed; and papers, having been refereed, can be published in a journal, which is important in some academic tenure cases.There are disadvantages too. The refereeing process was rushed and sometimes inconvenient, and different reviewers had different notions of "small changes," despite my best efforts to outline what these were. In retrospect, Kurt's rule of "acceptable as is" has the enormous advantage of being unambiguous? Jessica Hodgins, next year's chair, will have to evaluate this experiment carefully.A second change was in the selection process: the non-committee reviewers were selected by both committee members responsible for a paper instead of just one as in earlier years.A third and final change was that by expanding the technical program to start one day earlier, we have no overlapping sessions. When Jim Kajiya shifted to overlapping sessions, he noted that it was a positive change: no longer was the committee "counting papers" near the end of the selection process and getting tougher about accepting them because "there isn't room
欢迎来到SIGGRAPH 2002论文计划。这是一个令人兴奋的系列,推动了我们领域的界限。有几个领域的出现有所增加:自然现象的数值模拟;数据驱动合成,包括基于图像的纹理合成和基于动作捕捉数据的运动合成;以及图像和视频处理方法。共有358份意见书和67份接受书。向其他会议提交的大约六份双重意见书被发现并被自动拒绝。358份申请比去年增加了20%。论文按陈述顺序排列,分成几部分。会议是在论文选择过程之后创建的,因此反映了选择的结果。我们选择所有足够好的论文,然后为他们安排课程。我曾经听说过一个会议,在这个会议上,审稿人给出了三个等级中的一个:“接受”、“拒绝”和“作为填充物接受”。通过避免预先选择话题,我希望我们可以永远避免第三种情况。今年有几个值得注意的变化。首先,作为一项为期两年的实验的开始,今年的论文将作为ACM图形学汇刊(TOG)的一期发表。因为TOG是一份期刊,论文必须经过评审,而不仅仅是评审。每一份提交要么被接受,要么只做了微小的修改就被接受,要么被拒绝。库尔特·阿克利(Kurt Akeley)在S1GGRAPH 2000中提出的只接受“原样”的论文的想法,是朝着公平迈出的一大步。但我觉得它也会让一些不好的事情发生——论文仅仅因为几个错别字就被拒绝了。让审查者要求进行微小的修改,可以解决这个问题。作者做了这些修改,并由一个裁判检查。如果作者认为微小的修改是不可接受的,欢迎他/她撤回论文。这种新方法的优点有三个:论文被反复检查是否有错误;小错误或遗漏可以修正;论文经过评审后,可以在期刊上发表,这在一些学术终身职位的案例中很重要。也有缺点。审稿过程很匆忙,有时还很不方便,不同的审稿人对“小改动”有不同的概念,尽管我尽了最大的努力来概述这些改动是什么。回想起来,库尔特的“接受现状”规则具有明确的巨大优势。明年的主席杰西卡·哈金斯(Jessica Hodgins)将不得不仔细评估这项实验。第二个变化是在选择过程中:非委员会审稿人由负责一篇论文的两名委员会成员选出,而不是像早些年那样只有一名。第三个也是最后一个变化是,通过将技术程序提前一天开始,我们没有重叠的会议。当吉姆·卡吉也(Jim Kajiya)将会议改为重叠时,他指出这是一个积极的变化:委员会不再在遴选过程快结束时“数文件”,也不再因为“没有空间”而对接受它们变得更加强硬。我要求我的委员会不要去统计,而是遵循“接受所有你认为应该成为SIGGRAPH论文的论文”的原则,看看结果如何。即使有额外的一天,也不是所有的事情都适合,所以我们延长了一些会议来适应。我担心,随着我们这个领域的发展,日程安排可能会变得越来越困难。提前一天开始技术课程给其他一些人带来了问题,其中最引人注目的是课程主席瓦莱丽·米勒(Valerie Miller):她必须处理与论文重叠的课程,这导致了重大的日程安排问题。
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引用次数: 113
DyRT: dynamic response textures for real time deformation simulation with graphics hardware DyRT:动态响应纹理与图形硬件实时变形模拟
Doug L. James, D. Pai
In this paper we describe how to simulate geometrically complex, interactive, physically-based, volumetric, dynamic deformation models with negligible main CPU costs. This is achieved using a Dynamic Response Texture, or DyRT, that can be mapped onto any conventional animation as an optional rendering stage using commodity graphics hardware. The DyRT simulation process employs precomputed modal vibration models excited by rigid body motions. We present several examples, with an emphasis on bone-based character animation for interactive applications.
在本文中,我们描述了如何模拟几何上复杂的、交互式的、基于物理的、体积的、动态的变形模型,而主CPU成本可以忽略不计。这是通过动态响应纹理(Dynamic Response Texture,简称DyRT)实现的,它可以映射到任何传统动画上,作为使用商用图形硬件的可选渲染阶段。DyRT仿真过程采用预先计算的刚体运动激励模态振动模型。我们提出了几个例子,重点是交互式应用程序中基于骨骼的角色动画。
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引用次数: 241
A rapid hierarchical rendering technique for translucent materials 半透明材料的快速分层渲染技术
H. Jensen, Juan Buhler
This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradianceat 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分离开来。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: 139
Image based flow visualization 基于图像的流程可视化
J. V. Wijk
A new method for the visualization of two-dimensional fluid flow is presented. The method is based on the advection and decay of dye. These processes are simulated by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of background images. For the latter a sequence of filtered white noise images is used: filtered in time and space to remove high frequency components. Because all steps are done using images, the method is named Image Based Flow Visualization (IBFV). With IBFV a wide variety of visualization techniques can be emulated. Flow can be visualized as moving textures with line integral convolution and spot noise. Arrow plots, streamlines, particles, and topological images can be generated by adding extra dye to the image. Unsteady flows, defined on arbitrary meshes, can be handled. IBFV achieves a high performance by using standard features of graphics hardware. Typically fifty frames per second are generated using standard graphics cards on PCs. Finally, IBFV is easy to understand, analyse, and implement.
提出了一种二维流体流动可视化的新方法。该方法是基于染料的平流和衰变。通过将流动画的每一帧定义为前一个图像的扭曲版本和许多背景图像之间的混合来模拟这些过程。对于后者,使用一系列经过滤波的白噪声图像:在时间和空间上进行滤波以去除高频成分。由于所有步骤都是使用图像完成的,因此该方法被命名为基于图像的流可视化(IBFV)。使用IBFV可以模拟各种各样的可视化技术。流可以可视化为带有线积分卷积和点噪声的移动纹理。箭头图、流线、粒子和拓扑图像可以通过向图像添加额外的染料来生成。非定常流,定义在任意网格,可以处理。IBFV通过使用图形硬件的标准特性来实现高性能。通常使用pc上的标准显卡每秒生成50帧。最后,IBFV易于理解、分析和实现。
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引用次数: 370
Homomorphic factorization of BRDF-based lighting computation 基于brdf的照明计算的同态分解
Lutz Latta, A. Kolb
Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. The recently published Homomorphic Factorization by McCool et al. is a general approximation approach that can be used with various setups and for different quality requirements.In this paper we propose a new technique based on the Homomorphic Factorization. Instead of approximating the BRDF, our technique factorizes the full lighting computation of an isotropic BRDF in a global illumination scenario. With this method materials in complex lighting situations can be simulated with only two textures by using commonly available computation capabilities of current graphics hardware.The new technique can also be considered as a generalized approach to several environment map prefiltering techniques. Existing prefiltering techniques are usually limited to specific BRDFs or require advanced hardware capabilities like 3D texturing. With the factorization only common 2D textures are required.
已经开发了几种近似双向反射分布函数(BRDF)的技术,具有可接受的质量和性能,用于实时应用。McCool等人最近发表的同态因子分解是一种通用的近似方法,可用于各种设置和不同的质量要求。本文提出了一种基于同态分解的新技术。我们的技术不是近似BRDF,而是在全局照明场景中对各向同性BRDF进行全照明计算。该方法可以利用当前图形硬件的通用计算能力,仅用两种纹理模拟复杂光照条件下的材料。新技术也可以看作是几种环境映射预滤波技术的一种推广方法。现有的预滤波技术通常仅限于特定的brdf或需要高级硬件功能,如3D纹理。通过分解,只需要常见的2D纹理。
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引用次数: 61
Frequency space environment map rendering 频率空间环境图绘制
R. Ramamoorthi, P. Hanrahan
We present a new method for real-time rendering of objects with complex isotropic BRDFs under distant natural illumination, as specified by an environment map. Our approach is based on spherical frequency space analysis and includes three main contributions. Firstly, we are able to theoretically analyze required sampling rates and resolutions, which have traditionally been determined in an ad-hoc manner. We also introduce a new compact representation, which we call a spherical harmonic reflection map (SHRM), for efficient representation and rendering. Finally, we show how to rapidly prefilter the environment map to compute the SHRM---our frequency domain prefiltering algorithm is generally orders of magnitude faster than previous angular (spatial) domain approaches.
我们提出了一种新的方法来实时渲染具有复杂各向同性brdf的物体在遥远的自然光照下,由环境地图指定。我们的方法是基于球面频率空间分析,包括三个主要贡献。首先,我们能够从理论上分析所需的采样率和分辨率,这在传统上是以一种特别的方式确定的。我们还引入了一种新的紧凑表示,我们称之为球谐反射映射(SHRM),用于高效的表示和渲染。最后,我们展示了如何快速预滤波环境映射以计算SHRM——我们的频域预滤波算法通常比以前的角(空间)域方法快几个数量级。
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引用次数: 216
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Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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