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

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Interactive motion generation from examples 交互式运动生成的例子
Okan Arikan, D.A. Forsyth
There are many applications that demand large quantities of natural looking motion. It is difficult to synthesize motion that looks natural, particularly when it is people who must move. In this paper, we present a framework that generates human motions by cutting and pasting motion capture data. Selecting a collection of clips that yields an acceptable motion is a combinatorial problem that we manage as a randomized search of a hierarchy of graphs. This approach can generate motion sequences that satisfy a variety of constraints automatically. The motions are smooth and human-looking. They are generated in real time so that we can author complex motions interactively. The algorithm generates multiple motions that satisfy a given set of constraints, allowing a variety of choices for the animator. It can easily synthesize multiple motions that interact with each other using constraints. This framework allows the extensive re-use of motion capture data for new purposes.
有许多应用程序需要大量的自然运动。合成看起来自然的动作是很困难的,尤其是当人必须移动的时候。在本文中,我们提出了一个通过剪切和粘贴动作捕捉数据来生成人体动作的框架。选择产生可接受运动的剪辑集合是一个组合问题,我们将其作为对图层次结构的随机搜索来管理。该方法可以自动生成满足多种约束条件的运动序列。动作流畅,人性化。它们是实时生成的,因此我们可以交互式地创作复杂的动作。该算法生成满足给定约束集的多个动作,为动画师提供多种选择。它可以很容易地合成多个运动,使用约束相互作用。这个框架允许将动作捕捉数据广泛地用于新的目的。
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引用次数: 700
Graphical modeling and animation of ductile fracture 韧性断裂的图形建模与动画
James F. O'Brien, Adam W. Bargteil, J. Hodgins
In this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile fracture occur due to interaction between plastic yielding and the fracture process. By modeling this interaction, our ductile fracture method can generate realistic motion for a much wider range of materials than could be realized with a purely brittle model. This method directly extends our prior work on brittle fracture [O'Brien and Hodgins, SIGGRAPH 99]. We show that adapting that method to ductile as well as brittle materials requires only a simple to implement modification that is computationally inexpensive. This paper describes this modification and presents results demonstrating some of the effects that may be realized with it.
本文描述了一种模拟普通固体材料(如塑料和金属)韧性断裂的逼真动画方法。塑性屈服与断裂过程的相互作用是塑性断裂的特征。通过对这种相互作用进行建模,我们的韧性断裂方法可以产生比纯脆性模型更广泛的材料的真实运动。该方法直接扩展了我们之前对脆性断裂的研究[O'Brien and Hodgins, SIGGRAPH 99]。我们表明,将这种方法应用于延性和脆性材料只需要一个简单的实现修改,这在计算上是廉价的。本文描述了这种改进,并给出了一些结果,证明了它可能实现的一些效果。
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引用次数: 103
Ray tracing on programmable graphics hardware 可编程图形硬件上的光线追踪
Timothy J. Purcell, I. Buck, W. Mark, P. Hanrahan
Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve into a general programmable stream processor capable of more than simply feed-forward triangle rendering.In this paper, we evaluate these trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. Using our simulator, we analyze the performance of a ray casting implementation on next generation programmable graphics hardware. In addition, we compare the performance difference between non-branching programmable hardware using a multipass implementation and an architecture that supports branching. We also show how this approach is applicable to other ray tracing algorithms such as Whitted ray tracing, path tracing, and hybrid rendering algorithms. Finally, we demonstrate that ray tracing on graphics hardware could prove to be faster than CPU based implementations as well as competitive with traditional hardware accelerated feed-forward triangle rendering.
最近在图形硬件方面出现了突破:固定的功能管道已经被可编程的顶点和片段处理器所取代。在不久的将来,图形管道很可能演变成一种通用的可编程流处理器,它不仅仅能够进行前馈三角形渲染。在本文中,我们评估了图形管道可编程性的这些趋势,并解释了光线追踪如何映射到图形硬件。利用我们的模拟器,我们分析了下一代可编程图形硬件上光线投射实现的性能。此外,我们比较了使用多通道实现的非分支可编程硬件和支持分支的体系结构之间的性能差异。我们还展示了这种方法如何适用于其他光线跟踪算法,如Whitted光线跟踪、路径跟踪和混合渲染算法。最后,我们证明了图形硬件上的光线跟踪可以证明比基于CPU的实现更快,并且可以与传统的硬件加速前馈三角形渲染相竞争。
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引用次数: 3
Improving noise 改善噪声
K. Perlin
Two deficiencies in the original Noise algorithm are corrected: second order interpolation discontinuity and unoptimal gradient computation. With these defects corrected, Noise both looks better and runs faster. The latter change also makes it easier to define a uniform mathematical reference standard.
修正了原噪声算法中二阶插值不连续和梯度计算不优的不足。修正了这些缺陷后,Noise看起来更好,运行速度更快。后一种变化也使定义统一的数学参考标准变得更加容易。
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引用次数: 612
Level set surface editing operators 水平集表面编辑操作符
K. Museth, D. Breen, R. Whitaker, A. Barr
We present a level set framework for implementing editing operators for surfaces. Level set models are deformable implicit surfaces where the deformation of the surface is controlled by a speed function in the level set partial differential equation. In this paper we define a collection of speed functions that produce a set of surface editing operators. The speed functions describe the velocity at each point on the evolving surface in the direction of the surface normal. All of the information needed to deform a surface is encapsulated in the speed function, providing a simple, unified computational framework. The user combines pre-defined building blocks to create the desired speed function. The surface editing operators are quickly computed and may be applied both regionally and globally. The level set framework offers several advantages. 1) By construction, self-intersection cannot occur, which guarantees the generation of physically-realizable, simple, closed surfaces. 2) Level set models easily change topological genus, and 3) are free of the edge connectivity and mesh quality problems associated with mesh models. We present five examples of surface editing operators: blending, smoothing, sharpening, openings/closings and embossing. We demonstrate their effectiveness on several scanned objects and scan-converted models.
我们提出了一个水平集框架来实现曲面的编辑算子。水平集模型是可变形的隐式曲面,曲面的变形由水平集偏微分方程中的速度函数控制。在本文中,我们定义了速度函数的集合,这些函数产生一组曲面编辑算子。速度函数描述了在曲面法线方向上每一点的速度。变形曲面所需的所有信息都封装在速度函数中,提供了一个简单、统一的计算框架。用户结合预定义的构建块来创建所需的速度函数。曲面编辑算子计算速度快,可应用于区域和全局。水平集框架提供了几个优点。1)通过构造,不会产生自交,保证了生成物理可实现的、简单的、封闭的曲面。2)水平集模型容易改变拓扑属,3)不存在与网格模型相关的边缘连通性和网格质量问题。我们提出了五个表面编辑操作的例子:混合,平滑,锐化,打开/关闭和压花。我们在几个扫描对象和扫描转换模型上验证了它们的有效性。
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引用次数: 241
Synthesis of complex dynamic character motion from simple animations 从简单动画合成复杂的动态角色运动
Karen Liu, Zoran Popovi´c
In this paper we present a general method for rapid prototyping of realistic character motion. We solve for the natural motion from a simple animation provided by the animator. Our framework can be used to produce relatively complex realistic motion with little user effort.We describe a novel constraint detection method that automatically determines different constraints on the character by analyzing the input motion. We show that realistic motion can be achieved by enforcing a small set of linear and angular momentum constraints. This simplified approach helps us avoid the complexities of computing muscle forces. Simpler dynamic constraints also allow us to generate animations of models with greater complexity, performing more intricate motions. Finally, we show that by learning a small set of key parameters that describe a character pose we can help a non-skilled animator rapidly create realistic character motion.
在本文中,我们提出了一种快速原型制作逼真人物运动的通用方法。我们从动画师提供的简单动画中求解自然运动。我们的框架可以用很少的用户努力产生相对复杂的现实运动。本文描述了一种新的约束检测方法,该方法通过分析输入运动来自动确定角色的不同约束。我们表明,现实的运动可以通过执行一组小的线性和角动量约束来实现。这种简化的方法帮助我们避免了计算肌肉力量的复杂性。更简单的动态约束也允许我们生成更复杂的模型动画,执行更复杂的运动。最后,我们表明,通过学习一组描述角色姿态的关键参数,我们可以帮助非技术动画师快速创建逼真的角色运动。
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引用次数: 294
A procedural approach to authoring solid models 一个程序的方法来创作实体模型
B. Cutler, Julie Dorsey, L. McMillan, Matthias Müller, Robert Jagnow
We present a procedural approach to authoring layered, solid models. Using a simple scripting language, we define the internal structure of a volume from one or more input meshes. Sculpting and simulation operators are applied within the context of the language to shape and modify the model. Our framework treats simulation as a modeling operator rather than simply as a tool for animation, thereby suggesting a new paradigm for modeling as well as a new level of abstraction for interacting with simulation environments.Capturing real-world effects with standard modeling techniques is extremely challenging. Our key contribution is a concise procedural approach for seamlessly building and modifying complex solid geometry. We present an implementation of our language using a flexible tetrahedral representation. We show a variety of complex objects modeled in our system using tools that interface with finite element method and particle system simulations.
我们提出了一种程序化的方法来创建分层的实体模型。使用简单的脚本语言,我们从一个或多个输入网格定义一个卷的内部结构。雕刻和模拟操作符被应用于语言的上下文中,以塑造和修改模型。我们的框架将模拟视为建模操作符,而不仅仅是动画工具,因此提出了一种新的建模范例以及与模拟环境交互的新抽象层次。用标准建模技术捕捉真实世界的效果是极具挑战性的。我们的主要贡献是一种简洁的程序方法,可以无缝地构建和修改复杂的实体几何形状。我们使用灵活的四面体表示来实现我们的语言。我们展示了各种复杂的对象建模在我们的系统中使用的工具,与有限元方法和粒子系统模拟接口。
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引用次数: 125
Linear combination of transformations 变换的线性组合
M. Alexa
Geometric transformations are most commonly represented as square matrices in computer graphics. Following simple geometric arguments we derive a natural and geometrically meaningful definition of scalar multiples and a commutative addition of transformations based on the matrix representation, given that the matrices have no negative real eigenvalues. Together, these operations allow the linear combination of transformations. This provides the ability to create weighted combination of transformations, interpolate between transformations, and to construct or use arbitrary transformations in a structure similar to a basis of a vector space. These basic techniques are useful for synthesis and analysis of motions or animations. Animations through a set of key transformations are generated using standard techniques such as subdivision curves. For analysis and progressive compression a PCA can be applied to sequences of transformations. We describe an implementation of the techniques that enables an easy-to-use and transparent way of dealing with geometric transformations in graphics software. We compare and relate our approach to other techniques such as matrix decomposition and quaternion interpolation.
几何变换在计算机图形学中最常用方阵表示。在简单的几何论证之后,我们推导了一个自然的、几何上有意义的标量倍数的定义,以及基于矩阵表示的变换的交换加法,假设矩阵没有负的实特征值。总之,这些操作允许转换的线性组合。这提供了创建转换的加权组合、在转换之间进行插值以及在类似于向量空间的基的结构中构造或使用任意转换的能力。这些基本技术对于运动或动画的合成和分析非常有用。通过一组关键转换的动画是使用细分曲线等标准技术生成的。对于分析和渐进压缩,PCA可以应用于变换序列。我们描述了一个实现的技术,使易于使用和透明的方式处理图形软件中的几何变换。我们比较和联系我们的方法与其他技术,如矩阵分解和四元数插值。
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引用次数: 257
Structural modeling of flames for a production environment 生产环境火焰的结构建模
Arnauld Lamorlette, N. Foster
In this paper we describe a system for animating flames. Stochastic models of flickering and buoyant diffusion provide realistic local appearance while physics-based wind fields and Kolmogorov noise add controllable motion and scale. Procedural mechanisms are developed for animating all aspects of flame behavior including moving sources, combustion spread, flickering, separation and merging, and interaction with stationary objects. At all stages in the process the emphasis is on total artistic and behavioral control while maintaining interactive animation rates. The final system is suitable for a high volume production pipeline.
本文描述了一种火焰动画系统。闪烁和浮力扩散的随机模型提供了真实的局部外观,而基于物理的风场和Kolmogorov噪声增加了可控的运动和尺度。程序机制开发的动画火焰行为的各个方面,包括移动源,燃烧蔓延,闪烁,分离和合并,并与固定物体的相互作用。在这个过程的所有阶段,重点都是在保持交互动画速率的同时进行整体的艺术和行为控制。最终系统适用于大批量生产管道。
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引用次数: 146
Motion capture assisted animation: texturing and synthesis 动作捕捉辅助动画:纹理和合成
Katherine Pullen, C. Bregler
We discuss a method for creating animations that allows the animator to sketch an animation by setting a small number of keyframes on a fraction of the possible degrees of freedom. Motion capture data is then used to enhance the animation. Detail is added to degrees of freedom that were keyframed, a process we call texturing. Degrees of freedom that were not keyframed are synthesized. The method takes advantage of the fact that joint motions of an articulated figure are often correlated, so that given an incomplete data set, the missing degrees of freedom can be predicted from those that are present.
我们讨论了一种创建动画的方法,该方法允许动画师通过在可能自由度的一小部分上设置少量关键帧来绘制动画。然后使用动作捕捉数据来增强动画。细节被添加到关键框架的自由度中,这个过程我们称之为纹理。没有关键帧的自由度是合成的。该方法利用了关节图形的关节运动通常是相关的这一事实,因此在给定不完整的数据集的情况下,可以从现有的自由度中预测缺失的自由度。
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引用次数: 386
期刊
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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