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Multimodal human-machine interaction including virtual humans or social robots 多模式人机交互,包括虚拟人或社交机器人
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675052
N. Magnenat-Thalmann, D. Thalmann, Zerrin Yumak
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引用次数: 1
An introduction to WebGL programming WebGL编程入门
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659468
Edward Angel, D. Shreiner
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引用次数: 0
Efficient Real-Time Shading with Many Lights 高效的实时阴影与许多灯
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659475
Ola Olsson
Using many lights in real-time applications has been an important goal for many years. The games industry in particular has strived to increase the number of lights to provide enhanced visual quality and realism. Today, high-end games often make use of hundreds of lights in each frame, and this is likely to be pushed further in the future. The ability to efficiently manage and shade large numbers of lights brings many possibilities, apart from simply allowing light to be cast from many dynamic objects. In addition, it can support visualizing global illumination solutions, or enable detailed artistic light direction. Thus, efficient real-time shading with many lights, represents a potential for solving many of the problems facing the development of next generation high-end games. To achieve the level of performance needed to make this possible, the way which light management and shading is performed has undergone dramatically development in recent years. Both industry and academia has invested great effort pursuing this goal, which has resulted in a large number of new and sometimes competing techniques. This course presents an in-depth exploration of this topic, starting with background and leading up to state of the art research, including recent results on supporting shadows. The course combines production experience from game developers with the latest research into efficient many-light algorithms for both desktop and mobile hardware.
多年来,在实时应用中使用多个光源一直是一个重要的目标。游戏行业一直在努力增加灯光的数量,以提高视觉质量和真实感。如今,高端游戏通常在每帧中使用数百个灯光,这在未来可能会进一步推广。有效地管理和遮蔽大量光线的能力带来了许多可能性,而不仅仅是允许光线从许多动态物体上投射。此外,它还可以支持可视化的全局照明解决方案,或实现详细的艺术灯光方向。因此,高效的实时阴影与许多灯光,代表了解决许多面临的下一代高端游戏开发问题的潜力。为了达到实现这一目标所需的性能水平,近年来进行光管理和遮光的方式发生了巨大的发展。工业界和学术界都为实现这一目标付出了巨大的努力,从而产生了大量新的、有时是相互竞争的技术。本课程介绍了这个主题的深入探索,从背景开始,导致最先进的研究,包括支持阴影的最新成果。本课程将游戏开发者的制作经验与桌面和移动硬件的高效多光算法的最新研究相结合。
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引用次数: 3
3D printing oriented design: geometry and optimization 面向3D打印的设计:几何和优化
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675050
Ligang Liu, Ariel Shamir, Charlie C. L. Wang, E. Whiting
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引用次数: 30
Shadertoy: learn to create everything in a fragment shader Shadertoy:学习在片段着色器中创建一切
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659474
Pol Jeremias-Vila, Iñigo Quilez
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.
课堂使用是免费的,前提是副本不是为了商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。
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引用次数: 5
An introduction to Ricci flow and volumetric approximation with applications to shape modeling 介绍利玛窦流和体积近似在形状建模中的应用
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659469
G. Patané, Xin Li, X. Gu
Extending a shape-driven map to the interior of the input shape and to the surrounding volume is a difficult problem since it typically relies on the integration of shape-based and volumetric information, together with smoothness conditions, interpolating constraints, preservation of feature values at both a local and global level. This survey discusses the main volumetric approximation schemes for both 3D shapes and d-dimensional data, and provides a unified discussion on the integration of surface-based and volume-based shape information. Then, it describes the application of shape-based and volumetric techniques to shape modeling through volumetric parameterization and polycube splines; feature-driven approximation through kernels and radial basis functions. We also discuss the Hamilton's Ricci flow, which is a powerful tool to compute the conformal shape structure and to design Riemannian metrics of manifolds by prescribed curvatures. We conclude the presentation by discussing applications to shape analysis and medicine.
将形状驱动的映射扩展到输入形状的内部和周围的体积是一个难题,因为它通常依赖于基于形状和体积信息的集成,以及平滑条件、插值约束、局部和全局级别的特征值保存。本文讨论了三维形状和d维数据的主要体积逼近方案,并对基于表面和基于体积的形状信息的集成进行了统一的讨论。然后,描述了基于形状和体积的技术在形状建模中的应用,通过体积参数化和多立方样条;特征驱动近似通过核和径向基函数。我们还讨论了Hamilton’s Ricci流,它是计算共形结构和用规定曲率设计流形黎曼度量的有力工具。最后,我们将讨论形状分析和医学的应用。
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引用次数: 3
GPU compute for graphics 图形的GPU计算
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659471
K. Hillesland
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.
允许制作部分或全部作品的数字或硬拷贝供个人或课堂使用,但不收取任何费用,前提是副本不是出于商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。
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引用次数: 0
Physically plausible rendering at pixar - from reyes to path tracing 物理上合理的渲染在皮克斯-从眼睛到路径跟踪
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675053
Davide Pesare
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引用次数: 0
How to make a SIGGRAPH paper? 如何制作SIGGRAPH纸?
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2675055
D. Cohen-Or, Dani Lischinski, N. Mitra, Xin Tong, Li-Yi Wei
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引用次数: 0
Shader interoperability: baking and reusing materials across rendering architectures at pixar 着色器互操作性:烘烤和重用材料在皮克斯跨渲染架构
Pub Date : 2014-11-24 DOI: 10.1145/2659467.2659477
Paul Kanyuk
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引用次数: 0
期刊
SIGGRAPH Asia 2014 Courses
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