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Content creation using UE4 使用UE4创建内容
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2970275
Luis Cataldi
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引用次数: 0
Studio project: e-cannons and other robot weapons 工作室项目:电子炮和其他机器人武器
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2970272
Andrew Besmer, G. Derksen
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.
在本次研讨会上,参与者将学习微控制器,传感器和伺服电机的基础知识,以建立自己的佳能。佳能的操作类似于网球机,为SIGGRAPH的城市比赛拍摄3/4英寸的尼龙球。学习如何建立,程序和控制佳能射击和击中目标。使用这些技术,参与者可以试验他们自己设计的球漏斗,以提供更多的弹药或开发不同的武器。本课程的水平是介绍性的,对新手和专家程序员,对机器人感兴趣的人,对开发人员和任何可能对电子产品好奇的人感兴趣。一些编程知识以及对电子学的基本了解是有用的。所有电子设备和相关材料将提供给课程参与者使用。如果参与者想保留他们的项目,他们可以以特别的会议价格购买工具包。然而,这些材料必须退还,如果他们没有购买。
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引用次数: 0
Studio workshop: e-cannons and other robot weapons 工作室车间:电子炮和其他机器人武器
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2970271
Andrew Besmer, G. Derksen
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.
在本次研讨会上,参与者将学习微控制器,传感器和伺服电机的基础知识,以建立自己的佳能。佳能的操作类似于网球机,为SIGGRAPH的城市比赛拍摄3/4英寸的尼龙球。学习如何建立,程序和控制佳能射击和击中目标。使用这些技术,参与者可以试验他们自己设计的球漏斗,以提供更多的弹药或开发不同的武器。本课程的水平是介绍性的,对新手和专家程序员,对机器人感兴趣的人,对开发人员和任何可能对电子产品好奇的人感兴趣。一些编程知识以及对电子学的基本了解是有用的。所有电子设备和相关材料将提供给课程参与者使用。如果参与者想保留他们的项目,他们可以以特别的会议价格购买工具包。然而,这些材料必须退还,如果他们没有购买。
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引用次数: 0
Lumii: DIY light field prints Lumii: DIY光场打印
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2929487
Matthew Hirsch, Daniel Leithinger, T. Baran
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.
在这个新兴的技术演示中,我们展示了计算显示方法可以使用标准喷墨工艺在薄的印刷表面上创建类似全息图的3D图像。参与者将收到他们自己的3d扫描面部的光场打印,现场使用喷墨打印机创建。用于创建打印的计算模式也将提供给与会者,他们将能够在家中创建额外的副本。该演示使用的方法代表了先前在SIGGRAPH上提出的关于光场显示和优化方法紧密集成的一系列结果的重要一步,这些方法先前已被证明在复杂性和成本上优于全息图以及基于透镜的离散光场显示。演示背后的创新是分辨率和弹出厚度比的改进,这使得打印光场显示表面的厚度只有所显示虚拟图像的一小部分。
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引用次数: 2
Do-it-yourself virtual reality experiences on networked mobile devices 在联网移动设备上diy虚拟现实体验
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2929485
Fang-Yu Lee
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.
Realiteer是一个创新的增强现实和虚拟现实(AR/VR)软件内容创建者。我们的主要产品Canvrs帮助艺术家和软件开发人员创建VR/AR最佳3D资产和动画特效,为他们提供一个专为从头开始制作VR/AR资产而设计的VR艺术工作室。Realiteer利用其正在申请专利的专有技术和创造性专业知识来获取和保留canvr的用户。它的创新技术已经在多家新闻媒体上得到了报道,包括中央电视台、Gizmodo、科技时报和Stuff杂志。在运营的前9个月里,Realiteer已经提交了3项专利申请,并推出了两款概念验证应用,这两款应用在谷歌Cardboard上获得推荐,在Android和iOS上的总下载量超过30万次。
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引用次数: 2
Lumio3D: rapid 3D geometry and reflectance acquisition from continuous spherical illumination Lumio3D:快速三维几何和反射率采集从连续的球形照明
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2929486
Borom Tunwattanapong, Wichayut Eaksarayut, Pitchaya Sitthi-amorn
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。
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引用次数: 0
Stereohaptics: a haptic interaction toolkit for tangible virtual experiences 立体触觉:有形虚拟体验的触觉交互工具包
Pub Date : 2016-07-24 DOI: 10.1145/2929484.2970273
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.
随着最近可负担得起的头戴式设备的普及,各种感官刺激(如视觉、听觉和触觉)被整合在一起,在教育、娱乐、治疗和社会互动等领域提供无缝体现的虚拟体验。目前,有大量可用的工具包和应用程序编程接口(api)用于生成可视和音频内容。然而,在设计触觉体验时,缺乏如此丰富的硬件技术和软件工具。目前集成触觉效果的解决方案是有限的,因为:i)用户对新硬件和软件技术的严格适应,ii)现有工具的可扩展性有限,以结合触觉硬件和应用程序,iii)不灵活的创作能力,iv)缺乏存储,播放和分发的基础设施,v)和不可靠的硬件长期使用。
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引用次数: 19
ACM SIGGRAPH 2016 Studio ACM SIGGRAPH 2016 Studio
Pub Date : 1900-01-01 DOI: 10.1145/2929484
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引用次数: 0
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ACM SIGGRAPH 2016 Studio
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