In this workshop participants will learn the basics of microcontrollers, sensors and servo-motors to build their own canon. The canon operates similar to a tennis ball machine that shoots 3/4 inch nylon balls for the SIGGRAPH Feuding Cities game. Learn how to build, program and control the canon to shoot and hit targets. Using these techniques participants can experiment with their own design of the ball hopper to feed the canon more ammunition or develop different weapons. The level of this course is introductory and would be of interest to novice and expert programmers, people interested in robotics, game players to developers and anyone who may be curious about electronics. Some programming knowledge is useful as well as a basic understanding of electronics. All electronics and accompanying material will be provided and may be used by the participants of the course. If a participant would like to keep their project they may purchase a kit at a special conference price. These materials must however, be returned if they not purchased.
{"title":"Studio project: e-cannons and other robot weapons","authors":"Andrew Besmer, G. Derksen","doi":"10.1145/2929484.2970272","DOIUrl":"https://doi.org/10.1145/2929484.2970272","url":null,"abstract":"In this workshop participants will learn the basics of microcontrollers, sensors and servo-motors to build their own canon. The canon operates similar to a tennis ball machine that shoots 3/4 inch nylon balls for the SIGGRAPH Feuding Cities game. Learn how to build, program and control the canon to shoot and hit targets. Using these techniques participants can experiment with their own design of the ball hopper to feed the canon more ammunition or develop different weapons. The level of this course is introductory and would be of interest to novice and expert programmers, people interested in robotics, game players to developers and anyone who may be curious about electronics. Some programming knowledge is useful as well as a basic understanding of electronics. All electronics and accompanying material will be provided and may be used by the participants of the course. If a participant would like to keep their project they may purchase a kit at a special conference price. These materials must however, be returned if they not purchased.","PeriodicalId":339590,"journal":{"name":"ACM SIGGRAPH 2016 Studio","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130150616","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}
In this workshop participants will learn the basics of microcontrollers, sensors and servo-motors to build their own canon. The canon operates similar to a tennis ball machine that shoots 3/4 inch nylon balls for the SIGGRAPH Feuding Cities game. Learn how to build, program and control the canon to shoot and hit targets. Using these techniques participants can experiment with their own design of the ball hopper to feed the canon more ammunition or develop different weapons. The level of this course is introductory and would be of interest to novice and expert programmers, people interested in robotics, game players to developers and anyone who may be curious about electronics. Some programming knowledge is useful as well as a basic understanding of electronics. All electronics and accompanying material will be provided and may be used by the participants of the course. If a participant would like to keep their project they may purchase a kit at a special conference price. These materials must however, be returned if they not purchased.
{"title":"Studio workshop: e-cannons and other robot weapons","authors":"Andrew Besmer, G. Derksen","doi":"10.1145/2929484.2970271","DOIUrl":"https://doi.org/10.1145/2929484.2970271","url":null,"abstract":"In this workshop participants will learn the basics of microcontrollers, sensors and servo-motors to build their own canon. The canon operates similar to a tennis ball machine that shoots 3/4 inch nylon balls for the SIGGRAPH Feuding Cities game. Learn how to build, program and control the canon to shoot and hit targets. Using these techniques participants can experiment with their own design of the ball hopper to feed the canon more ammunition or develop different weapons. The level of this course is introductory and would be of interest to novice and expert programmers, people interested in robotics, game players to developers and anyone who may be curious about electronics. Some programming knowledge is useful as well as a basic understanding of electronics. All electronics and accompanying material will be provided and may be used by the participants of the course. If a participant would like to keep their project they may purchase a kit at a special conference price. These materials must however, be returned if they not purchased.","PeriodicalId":339590,"journal":{"name":"ACM SIGGRAPH 2016 Studio","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116926652","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}
In this emerging technology demonstration, we show that computational display methods can be used to create hologram-like 3D images on thin, printed surfaces using standard inkjet processes. Participants will receive a light field print of their own 3D-scanned face, created on-site using an inkjet printer. The computed patterns used in creating the print will also be made available to attendees, who will be able to create additional copies at home. The demonstration uses methods that represent a major step forward in the lineage of results presented previously at SIGGRAPH regarding the close integration of light field displays and optimization methods, which have previously been shown to outperform holograms as well as lens-based discretized light field displays in complexity and cost. The enabling innovation behind the demonstration is an improvement in both resolution and pop-out-to-thickness ratio, which allows for printed light field display surfaces that are a fraction of the thickness of the virtual image being displayed.
{"title":"Lumii: DIY light field prints","authors":"Matthew Hirsch, Daniel Leithinger, T. Baran","doi":"10.1145/2929484.2929487","DOIUrl":"https://doi.org/10.1145/2929484.2929487","url":null,"abstract":"In this emerging technology demonstration, we show that computational display methods can be used to create hologram-like 3D images on thin, printed surfaces using standard inkjet processes. Participants will receive a light field print of their own 3D-scanned face, created on-site using an inkjet printer. The computed patterns used in creating the print will also be made available to attendees, who will be able to create additional copies at home. The demonstration uses methods that represent a major step forward in the lineage of results presented previously at SIGGRAPH regarding the close integration of light field displays and optimization methods, which have previously been shown to outperform holograms as well as lens-based discretized light field displays in complexity and cost. The enabling innovation behind the demonstration is an improvement in both resolution and pop-out-to-thickness ratio, which allows for printed light field display surfaces that are a fraction of the thickness of the virtual image being displayed.","PeriodicalId":339590,"journal":{"name":"ACM SIGGRAPH 2016 Studio","volume":"32 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120902489","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}
Realiteer is an innovative Augmented Reality & Virtual Reality (AR/VR) software content creator. Our lead product, Canvrs, helps artists and software developers create VR/AR-optimal 3D assets and animated special effects by providing them with a VR art studio designed for making VR/AR assets from scratch. Realiteer leverages its proprietary patent-pending technology and creative expertise to acquire and retain users for Canvrs. Its innovative technologies have already been featured in several news outlets, including CCTV, Gizmodo, Tech Times and Stuff Magazine. In the first 9 months of its operation, Realiteer has filed 3 patent applications and launched two proof-of-concept apps that were featured on Google Cardboard and totaled more than 300k in Android and iOS downloads.
{"title":"Do-it-yourself virtual reality experiences on networked mobile devices","authors":"Fang-Yu Lee","doi":"10.1145/2929484.2929485","DOIUrl":"https://doi.org/10.1145/2929484.2929485","url":null,"abstract":"Realiteer is an innovative Augmented Reality & Virtual Reality (AR/VR) software content creator. Our lead product, Canvrs, helps artists and software developers create VR/AR-optimal 3D assets and animated special effects by providing them with a VR art studio designed for making VR/AR assets from scratch. Realiteer leverages its proprietary patent-pending technology and creative expertise to acquire and retain users for Canvrs. Its innovative technologies have already been featured in several news outlets, including CCTV, Gizmodo, Tech Times and Stuff Magazine. In the first 9 months of its operation, Realiteer has filed 3 patent applications and launched two proof-of-concept apps that were featured on Google Cardboard and totaled more than 300k in Android and iOS downloads.","PeriodicalId":339590,"journal":{"name":"ACM SIGGRAPH 2016 Studio","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130865948","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}
We demonstrate a prototype of a rapid 3D scanner that can capture both the geometry and reflectance properties of an object under 30 seconds. The scanner utilizes custom made LED panels to provide continuous illumination on an object sitting on a rotatable base. Six cameras will be used for capturing images from various viewpoints under different illuminations. The images are then used for creating reflectance maps and later reconstructing the 3D geometry, albedo and specular maps. The resulting geometry and the maps are also of high resolution. The resulting model and maps can be used for photo-realistic interactive rendering of the object through our webbased viewer. The main advantages of our scanner design compared to state of the arts [Weinmann and Klein 2015] will be the improved speed and reduced artifacts due to moving parts.
我们展示了一个快速3D扫描仪的原型,可以在30秒内捕获物体的几何形状和反射特性。扫描仪采用定制的LED面板,为可旋转底座上的物体提供连续照明。六台相机将用于在不同照明下从不同角度拍摄图像。这些图像随后用于创建反射率图,然后重建3D几何、反照率和高光图。生成的几何图形和地图也具有高分辨率。由此产生的模型和地图可以用于通过我们基于web的查看器进行逼真的对象交互式渲染。与最先进的扫描仪相比[Weinmann and Klein 2015],我们的扫描仪设计的主要优势在于速度的提高和由于运动部件而产生的伪影的减少。
{"title":"Lumio3D: rapid 3D geometry and reflectance acquisition from continuous spherical illumination","authors":"Borom Tunwattanapong, Wichayut Eaksarayut, Pitchaya Sitthi-amorn","doi":"10.1145/2929484.2929486","DOIUrl":"https://doi.org/10.1145/2929484.2929486","url":null,"abstract":"We demonstrate a prototype of a rapid 3D scanner that can capture both the geometry and reflectance properties of an object under 30 seconds. The scanner utilizes custom made LED panels to provide continuous illumination on an object sitting on a rotatable base. Six cameras will be used for capturing images from various viewpoints under different illuminations. The images are then used for creating reflectance maps and later reconstructing the 3D geometry, albedo and specular maps. The resulting geometry and the maps are also of high resolution. The resulting model and maps can be used for photo-realistic interactive rendering of the object through our webbased viewer. The main advantages of our scanner design compared to state of the arts [Weinmann and Klein 2015] will be the improved speed and reduced artifacts due to moving parts.","PeriodicalId":339590,"journal":{"name":"ACM SIGGRAPH 2016 Studio","volume":"1993 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128631692","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. Israr, Siyan Zhao, K. McIntosh, Zachary Schwemler, Adam Fritz, John Mars, Job Bedford, Christian Frisson, Ivan Huerta Casado, Maggie Kosek, Babis Koniaris, Kenny Mitchell
With a recent rise in the availability of affordable head mounted gear sets, various sensory stimulations (e.g., visual, auditory and haptics) are integrated to provide seamlessly embodied virtual experience in areas such as education, entertainment, therapy and social interactions. Currently, there is an abundance of available toolkits and application programming interfaces (APIs) for generating the visual and audio content. However, such richness in hardware technologies and software tools is missing in designing haptic experiences. Current solutions to integrate haptic effects are limited due to: i) a user's rigid adaptation to new hardware and software technologies, ii) limited scalability of the existing tools to incorporate haptic hardware and applications, iii) inflexible authoring capabilities, iv) missing infrastructure for storing, playback and distribution, and v) and unreliable hardware for long term usage.
{"title":"Stereohaptics: a haptic interaction toolkit for tangible virtual experiences","authors":"A. Israr, Siyan Zhao, K. McIntosh, Zachary Schwemler, Adam Fritz, John Mars, Job Bedford, Christian Frisson, Ivan Huerta Casado, Maggie Kosek, Babis Koniaris, Kenny Mitchell","doi":"10.1145/2929484.2970273","DOIUrl":"https://doi.org/10.1145/2929484.2970273","url":null,"abstract":"With a recent rise in the availability of affordable head mounted gear sets, various sensory stimulations (e.g., visual, auditory and haptics) are integrated to provide seamlessly embodied virtual experience in areas such as education, entertainment, therapy and social interactions. Currently, there is an abundance of available toolkits and application programming interfaces (APIs) for generating the visual and audio content. However, such richness in hardware technologies and software tools is missing in designing haptic experiences. Current solutions to integrate haptic effects are limited due to: i) a user's rigid adaptation to new hardware and software technologies, ii) limited scalability of the existing tools to incorporate haptic hardware and applications, iii) inflexible authoring capabilities, iv) missing infrastructure for storing, playback and distribution, and v) and unreliable hardware for long term usage.","PeriodicalId":339590,"journal":{"name":"ACM SIGGRAPH 2016 Studio","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116808932","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}