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Tutorial on information theory in visualization 可视化中的信息理论教程
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134507
M. Sbert, Han-Wei Shen, I. Viola, Min Chen, A. Bardera, M. Feixas
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引用次数: 2
Modeling 3D worlds: outdoor 建模3D世界:户外
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134493
Daniel G. Aliaga
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引用次数: 0
State-of-the-art webGL 2.0 最先进的webGL 2.0
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134479
Xavier Ho, Juan Miguel de Joya, Neil Trevett
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引用次数: 2
libigl: prototyping geometry processing research in C++ c++中原型几何处理的研究
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134497
Alec Jacobson, Daniele Panozzo
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).
现代几何处理算法依赖于不断增长的基本子例程和数据结构工具箱。从零开始创建原型需要花费大量时间来构建基本工具,而不是专注于新颖的研究理念。许多现有的代码库都没有令人满意的api,花在实现子例程上的时间经常被花在学习复杂的模板化对象层次结构或内存布局上的时间所取代。Libigl是一个为研究人员设计的几何处理算法的c++库。它的广泛功能包括构建常见的稀疏离散微分几何算子(如余切拉普拉斯算子),简单的基于面和边的拓扑数据结构,OpenGL和GLSL的网格查看实用程序,以及许多用于矩阵操作的核心功能,这些功能使Eigen感觉更像MATLAB。Libigl非常重视易用性和实验性。为此,算法直接暴露为以简单矩阵类型作为输入和输出的函数。Libigl是一个“仅限头文件”的库,可以在Windows、Mac和Linux上编译。在本课程中,我们将通过现成的例子介绍libigl,涵盖几何处理应用程序和任务的范围。与会者可以在他们的笔记本电脑上跟随。我们将解释libigl的核心功能,如何从库函数中拼凑复杂的算法,以及如何从Python和MATLAB中接口到libigl。我们将重点介绍libigl的一些最强大的功能:包括网格布尔,四重网格,参数化和形状变形。我们将以现场编码会话结束,演示libigl的有效性和易用性。该课程通过libigl的交互式在线教程继续讲授,其中包括50多个示例演示(http://libigl.github.io/libigl/tutorial/tutorial.html)和基于libigl的开放源代码研究生级几何处理课程(https://github.com/alecjacobson/geometry-processing)。
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引用次数: 166
Mobile graphics 移动图形
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134483
Marco Agus, E. Gobbetti, F. Marton, G. Pintore, Pere-Pau Vázquez
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引用次数: 5
Real humans with virtual humans and social robots interactions (HCI) 真实人类与虚拟人类和社交机器人的互动(HCI)
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134513
D. Thalmann, N. Magnenat-Thalmann, M. Ramanathan
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引用次数: 1
How to build a fantasy world based on reality: a case study of Final Fantasy XV: part III 如何基于现实创造一个幻想世界:以《最终幻想15:第三部分》为例
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134503
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。
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引用次数: 0
Painting with code 用代码绘画
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134518
Pol Jeremias-Vila
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引用次数: 0
Generation and real-time visualization of high-resolution RGB pointcloud data for place representation in immersive applications 高分辨率RGB点云数据的生成和实时可视化,用于沉浸式应用程序中的位置表示
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3136557
Volker Kuchelmeister
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引用次数: 0
How to build a fantasy world based on reality: a case study of Final Fantasy XV: part II 如何基于现实创造一个幻想世界:以《最终幻想15:第二部分》为例
Pub Date : 2017-11-27 DOI: 10.1145/3134472.3134498
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.
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。在本课程的第二部分中,我们将讨论如何制作“可信的角色”。首先,我们将从“基于现实的幻想”的角度来讨论角色艺术。然后,我们将解释我们如何在预渲染CG和实时CG之间共享角色资产,以在短时间内产生高质量和可信的角色资产。最后,我们将讨论我们在AI和动画方面所做的工作,以使这些角色显得接地气。
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引用次数: 2
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SIGGRAPH Asia 2017 Courses
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