M. Sbert, Han-Wei Shen, I. Viola, Min Chen, A. Bardera, M. Feixas
{"title":"Tutorial on information theory in visualization","authors":"M. Sbert, Han-Wei Shen, I. Viola, Min Chen, A. Bardera, M. Feixas","doi":"10.1145/3134472.3134507","DOIUrl":"https://doi.org/10.1145/3134472.3134507","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133739115","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}
{"title":"Modeling 3D worlds: outdoor","authors":"Daniel G. Aliaga","doi":"10.1145/3134472.3134493","DOIUrl":"https://doi.org/10.1145/3134472.3134493","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124875676","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}
{"title":"State-of-the-art webGL 2.0","authors":"Xavier Ho, Juan Miguel de Joya, Neil Trevett","doi":"10.1145/3134472.3134479","DOIUrl":"https://doi.org/10.1145/3134472.3134479","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"1996 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125573842","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}
Modern geometry processsing algorithms depend on an ever-growing toolbox of fundamental sub-routines and data structures. Prototyping from scratch requires much time building basic tools rather than focusing on the novel research idea. Many existing code libraries have unsatisfactory APIs and the time spent implementing sub-routines is often replaced with time spent learning complex, templated object hierarchies or memory layouts. Libigl is a C++ library of geometry processing algorithms designed for and by researchers. Its wide functionality includes construction of common sparse discrete differential geometry operators (such as the cotangent Laplacian), simple facet- and edge-based topology data structures, mesh-viewing utilities for OpenGL and GLSL, and many core functions for matrix manipulation which make Eigen feel a lot more like MATLAB. Libigl places extreme importance on ease of use and experimentation. To this end, algorithms are directly exposed as functions taking simple matrix types as inputs and outputs. Libigl is a "header only" library and compiles on Windows, Mac, and Linux. In this course, we will walk through an introduction of libigl via readymade examples spanning the gamut of geometry processing applications and tasks. Attendees will be able to follow along on their laptops. We will explain the core functionality of libigl, how to piece together complex algorithms from library functions, and how to interface to libigl from Python and MATLAB. We will highlight some of libigl's most powerul features: including mesh booleans, quad remeshing, parameterization, and shape deformation. We will conclude with live coding sessions demonstrating libigl's effectiveness and ease-of-use. The course continues beyond the lecture via libigl's interactive online tutorial complete with over 50 example demos (http://libigl.github.io/libigl/tutorial/tutorial.html) and an open source graduate-level course on geometry processing based on libigl (https://github.com/alecjacobson/geometry-processing).
{"title":"libigl: prototyping geometry processing research in C++","authors":"Alec Jacobson, Daniele Panozzo","doi":"10.1145/3134472.3134497","DOIUrl":"https://doi.org/10.1145/3134472.3134497","url":null,"abstract":"Modern geometry processsing algorithms depend on an ever-growing toolbox of fundamental sub-routines and data structures. Prototyping from scratch requires much time building basic tools rather than focusing on the novel research idea. Many existing code libraries have unsatisfactory APIs and the time spent implementing sub-routines is often replaced with time spent learning complex, templated object hierarchies or memory layouts. Libigl is a C++ library of geometry processing algorithms designed for and by researchers. Its wide functionality includes construction of common sparse discrete differential geometry operators (such as the cotangent Laplacian), simple facet- and edge-based topology data structures, mesh-viewing utilities for OpenGL and GLSL, and many core functions for matrix manipulation which make Eigen feel a lot more like MATLAB. Libigl places extreme importance on ease of use and experimentation. To this end, algorithms are directly exposed as functions taking simple matrix types as inputs and outputs. Libigl is a \"header only\" library and compiles on Windows, Mac, and Linux. In this course, we will walk through an introduction of libigl via readymade examples spanning the gamut of geometry processing applications and tasks. Attendees will be able to follow along on their laptops. We will explain the core functionality of libigl, how to piece together complex algorithms from library functions, and how to interface to libigl from Python and MATLAB. We will highlight some of libigl's most powerul features: including mesh booleans, quad remeshing, parameterization, and shape deformation. We will conclude with live coding sessions demonstrating libigl's effectiveness and ease-of-use. The course continues beyond the lecture via libigl's interactive online tutorial complete with over 50 example demos (http://libigl.github.io/libigl/tutorial/tutorial.html) and an open source graduate-level course on geometry processing based on libigl (https://github.com/alecjacobson/geometry-processing).","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127298904","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}
Marco Agus, E. Gobbetti, F. Marton, G. Pintore, Pere-Pau Vázquez
{"title":"Mobile graphics","authors":"Marco Agus, E. Gobbetti, F. Marton, G. Pintore, Pere-Pau Vázquez","doi":"10.1145/3134472.3134483","DOIUrl":"https://doi.org/10.1145/3134472.3134483","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"224 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125606918","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}
{"title":"Real humans with virtual humans and social robots interactions (HCI)","authors":"D. Thalmann, N. Magnenat-Thalmann, M. Ramanathan","doi":"10.1145/3134472.3134513","DOIUrl":"https://doi.org/10.1145/3134472.3134513","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126707017","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}
I. Hasegawa, T. Suzuki, Yoshinobu Okushi, Tatsuhiro Joudan
From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: "a fantasy based on reality". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the "fantasy world based on reality" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part III, we will talk about our movie KINGS-GLAIVE FINAL FANTASY XV as an example of how to create large amounts of assets inside the story world. Then we will talk about user interfaces and localization and how we applied them to present the world both realistically and within the familiar framework of one's culture. We will also discuss our use of snapshots as an example of next-generation screen-shots based on reality. Lastly, we would like to introduce our future projects.
在《最终幻想15》的开发过程中,我们围绕着“基于现实的幻想”这一主题构建了游戏世界。在这个口号下,基于这个世界,我们制作了实时CG游戏《最终幻想15》,以及预渲染CG电影《KINGSGLAIVE最终幻想15》。在这个案例研究中,我们将解释我们在制作《最终幻想15》时遇到的问题,以及我们在执行“基于现实的幻想世界”时提出的解决方案。现实有很多方面。例如,为了创造一个像我们生活的现实世界一样不断变化的世界,我们需要支持时间的变化和天气的变化。我们还需要可信的角色来居住在我们创造的世界中。此外,我们需要用户界面和本地化来真实地向用户呈现这个世界。在本课程的第三部分中,我们将讨论我们的电影KINGS-GLAIVE FINAL FANTASY XV,作为如何在故事世界中创建大量资产的示例。然后,我们将讨论用户界面和本地化,以及我们如何应用它们在熟悉的文化框架内真实地呈现世界。我们还将讨论我们使用快照作为基于现实的下一代屏幕截图的示例。最后,我们想介绍一下我们未来的项目。
{"title":"How to build a fantasy world based on reality: a case study of Final Fantasy XV: part III","authors":"I. Hasegawa, T. Suzuki, Yoshinobu Okushi, Tatsuhiro Joudan","doi":"10.1145/3134472.3134503","DOIUrl":"https://doi.org/10.1145/3134472.3134503","url":null,"abstract":"From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: \"a fantasy based on reality\". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the \"fantasy world based on reality\" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part III, we will talk about our movie KINGS-GLAIVE FINAL FANTASY XV as an example of how to create large amounts of assets inside the story world. Then we will talk about user interfaces and localization and how we applied them to present the world both realistically and within the familiar framework of one's culture. We will also discuss our use of snapshots as an example of next-generation screen-shots based on reality. Lastly, we would like to introduce our future projects.","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121447242","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}
{"title":"Painting with code","authors":"Pol Jeremias-Vila","doi":"10.1145/3134472.3134518","DOIUrl":"https://doi.org/10.1145/3134472.3134518","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125070564","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}
{"title":"Generation and real-time visualization of high-resolution RGB pointcloud data for place representation in immersive applications","authors":"Volker Kuchelmeister","doi":"10.1145/3134472.3136557","DOIUrl":"https://doi.org/10.1145/3134472.3136557","url":null,"abstract":"","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121764756","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}
I. Hasegawa, Tomohiro Hasegawa, Kazutaka Kurosaka, Akihiko Kishi, Akira Iwasawa, Youichiro Miyake
From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: "a fantasy based on reality". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the "fantasy world based on reality" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part II, we will talk about making "believable characters". First, we will discuss character art from the standpoint of a "fantasy based on reality". Then, we will explain how we went about sharing character assets between the pre-rendered CG and real-time CG, to produce high-quality and believable character assets within a short time frame. Lastly, we will talk about the work we did in AI and animation to make those characters appear grounded.
{"title":"How to build a fantasy world based on reality: a case study of Final Fantasy XV: part II","authors":"I. Hasegawa, Tomohiro Hasegawa, Kazutaka Kurosaka, Akihiko Kishi, Akira Iwasawa, Youichiro Miyake","doi":"10.1145/3134472.3134498","DOIUrl":"https://doi.org/10.1145/3134472.3134498","url":null,"abstract":"From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: \"a fantasy based on reality\". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the \"fantasy world based on reality\" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part II, we will talk about making \"believable characters\". First, we will discuss character art from the standpoint of a \"fantasy based on reality\". Then, we will explain how we went about sharing character assets between the pre-rendered CG and real-time CG, to produce high-quality and believable character assets within a short time frame. Lastly, we will talk about the work we did in AI and animation to make those characters appear grounded.","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116320204","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}