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Aesthetics & tools in the virtual environment (panel session) 虚拟环境中的美学与工具(小组讨论)
C. Greuel, Patrice Caire, J. Cirincione, Perry Hoberman, Michael Scroggins
Christian Greuel We hear the talk of endless technological revolutions. We are surrounded by high-tech gadgetry that does our bidding. Yet what does all of this magnificent machinery really offer us? Does progress in fact exist? And if so, what is it actually worth without substantial content? This discussion panel is addressing the current state of aesthetics in the virtual environment by focusing on the roles that tools have played in artistic communities of the past and how virtual technologies will undoubtedly affect their future. The beginning of history shows human beings using naturally-made pigments to draw images on cave walls, allowing them to represent their experiences to others. Through tomorrow's technology, we may find ourselves projecting our very thoughts into the space around us in order to do exactly the same. The purpose of the aesthetic action has and always will be to visualize ideas and to explore our environments using whatever devices are available. Today we have increasingly powerful instruments, such as personal computer workstations, stereoscopic video displays and interactive software, to present artificially fabricated environments, popularly known as Virtual Reality. The technological elements are in place and we have begun our investigation into the latest and greatest form of artistic communication. Virtual Reality promises artists the most exciting breakthrough for the creative process since the invention of motion pictures. Now at the dawn of an era of virtual arts, the first generations of tools wait patiently to tell us something that we don't already know. But what message do they bring? Is there any passion here? High-end technology is not an end in itself. It merely represents the latest in a long list of tools that can be used for human expression. We have not come this far just to do cool computer tricks or sell vacant office space. There has been an unfortunate lack of artistic activity in cyberspace. We must focus on this cultural deficit and breathe life into the cold silicon void that we have created. By considering the tools of Virtual Reality in a historical context of art and technology as they relate to the fabrication of simulated experience, this panel of active artists intends to provoke constructive thought amongst the virtual arts community, promote active exploration of experience as an art form and unlock doors to possible roads for our artistic travels throughout this age of cybernetics.
我们经常听到无休止的技术革命。我们被各种高科技设备所包围。然而,所有这些宏伟的机器真正为我们提供了什么?进步真的存在吗?如果是的话,没有实质性内容的游戏又有什么价值呢?这个讨论小组通过关注工具在过去的艺术社区中所扮演的角色,以及虚拟技术将如何毫无疑问地影响他们的未来,来解决虚拟环境中美学的现状。历史的开端显示,人类使用天然颜料在洞穴墙壁上作画,使他们能够向他人表达自己的经历。通过未来的技术,我们可能会发现自己将自己的想法投射到周围的空间,以达到完全相同的效果。审美行为的目的一直都是将想法形象化,并使用任何可用的设备探索我们的环境。今天,我们有越来越强大的工具,如个人计算机工作站,立体视频显示器和交互式软件,来呈现人工制造的环境,俗称虚拟现实。技术元素已经到位,我们已经开始研究最新和最伟大的艺术交流形式。虚拟现实给艺术家们带来了自电影发明以来创作过程中最激动人心的突破。现在,在虚拟艺术时代的黎明,第一代工具耐心地等待着告诉我们一些我们还不知道的事情。但它们带来了什么信息呢?这里有激情吗?高端技术本身并不是目的。它只是一长串可用于人类表达的工具中最新的一个。我们走到这一步,不仅仅是为了玩一些很酷的电脑把戏或出售空置的办公空间。不幸的是,网络空间缺乏艺术活动。我们必须关注这一文化缺陷,为我们创造的冰冷的硅真空注入活力。通过在艺术和技术的历史背景下考虑虚拟现实的工具,因为它们与模拟体验的制造有关,这个活跃的艺术家小组打算在虚拟艺术社区中引发建设性的思考,促进作为一种艺术形式的体验的积极探索,并在这个控制论时代为我们的艺术旅行打开可能的道路。
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引用次数: 6
Stratified sampling of spherical triangles 球面三角形的分层抽样
J. Arvo
We present an algorithm for generating uniformly distributed random samples from arbitrary spherical triangles. The algorithm is based on a transformation of the unit square and easily accommodates stratified sampling, an effective means of reducing variance. With the new algorithm it is straightforward to perform stratified sampling of the solid angle subtended by an arbitrary polygon; this is a fundamental operation in image synthesis which has not been addressed in the Monte Carlo literature. We derive the required transformation using elementary spherical trigonometry and provide the complete sampling algorithm. CR
提出了一种从任意球面三角形生成均匀分布随机样本的算法。该算法基于单位平方的变换,便于分层采样,是减小方差的有效手段。该算法可以对任意多边形所对应的立体角进行分层采样;这是图像合成中的一个基本操作,在蒙特卡洛文献中没有提到。利用初等球面三角导出了所需的变换,并给出了完整的采样算法。CR
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引用次数: 108
Geometry compression 几何压缩
M. Deering
This paper introduces the concept of Geometry Compression, lowing 3D triangle data to be represented with a factor of 6 to times fewer bits than conventional techniques, with only slight los es in object quality. The technique is amenable to rapid decomp sion in both software and hardware implementations; if 3D rend ing hardware contains a geometry decompression unit, applicat geometry can be stored in memory in compressed format. Geo try is first represented as a generalized triangle mesh, a data s ture that allows each instance of a vertex in a linear stream to sp ify an average of two triangles. Then a variable length compress is applied to individual positions, colors, and normals. Delta com pression followed by a modified Huffman compression is used f positions and colors; a novel table-based approach is used for mals. The table allows any useful normal to be represented by 18-bit index, many normals can be represented with index deltas 8 bits or less. Geometry compression is a general space-time tr off, and offers advantages at every level of the memory/interco nect hierarchy: less storage space is needed on disk, less trans sion time is needed on networks.
本文介绍了几何压缩的概念,降低了3D三角形数据的表示,比传统技术少6到1倍的比特,只有轻微的物体质量损失。该技术在软件和硬件实现中都易于快速分解;如果3D绘图硬件包含几何解压缩单元,则应用几何可以以压缩格式存储在内存中。geotry首先被表示为广义三角形网格,这是一种数据结构,允许线性流中的每个顶点实例指定两个三角形的平均值。然后对单个位置、颜色和法线应用可变长度压缩。对位置和颜色使用Delta压缩,然后使用改进的Huffman压缩;一种新颖的基于表的方法用于数据处理。该表允许任何有用的法线用18位索引表示,许多法线可以用8位或更少的索引增量表示。几何压缩是一种通用的时空转换,它在内存/互连层次的每个级别上都具有优势:磁盘上所需的存储空间更少,网络上所需的传输时间更少。
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引用次数: 740
Versatile and efficient techniques for simulating cloth and other deformable objects 多功能和有效的技术模拟布料和其他可变形的物体
Pascal Volino, M. Courchesne, N. Magnenat-Thalmann
We are presenting techniques for simulating the motion and the deformation of cloth, fabrics or, more generally, deformable surfaces. Our main goal is to be able to simulate any kind of surface without imposing restrictions on shape or geometrical environment. In particular, we are considering difficult situations with respect to deformations and collisions, like wrinkled fabric falling on the ground. Thus, we have enhanced existing algorithms in order to cope with any possible situation. A mechanical model has been implemented to deal with any irregular triangular meshes, handle high deformations despite rough discretisation, and cope with complex interacting collisions. Thus, it should deal efficiently with situations where nonlinearities and discontinuities are really non marginal. Collision detection has also been improved to efficiently detect self-collisions, and also to correctly consider collision orientations despite the lack of surface orientation information from preset geometrical contexts, using consistency checking and correction. We illustrate these features through simulation examples.
我们将介绍模拟布料、织物或更一般的可变形表面的运动和变形的技术。我们的主要目标是能够模拟任何类型的表面,而不会对形状或几何环境施加限制。特别是,我们正在考虑变形和碰撞方面的困难情况,例如落在地上的皱巴巴的织物。因此,我们对现有的算法进行了改进,以应对任何可能的情况。一个机械模型已经实现了处理任何不规则的三角形网格,处理高变形,尽管粗糙的离散化,并应付复杂的相互作用碰撞。因此,它应该有效地处理非线性和不连续是非边际的情况。碰撞检测也得到了改进,可以有效地检测自碰撞,并通过一致性检查和校正,在缺乏预设几何背景的表面方向信息的情况下,正确考虑碰撞方向。我们通过仿真示例来说明这些特性。
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引用次数: 409
Creation and rendering of realistic trees 创建和渲染现实的树木
Jason P. Weber, J. Penn
Recent advances in computer graphics have produced images approaching the elusive goal of photorealism. Since many natural objects are so complex and detailed, they are often not rendered with convincing fidelity due to the difficulties in succinctly defining and efficiently rendering their geometry. With the increased demand of future simulation and virtual reality applications, the production of realistic natural-looking background objects will become increasingly more important. We present a model to create and render trees. Our emphasis is on the overall geometrical structure of the tree and not a strict adherence to botanical principles. Since the model must be utilized by general users, it does not require any knowledge beyond the principles of basic geometry. We also explain a method to seamlessly degrade the tree geometry at long ranges to optimize the drawing of large quantities of trees in forested areas.
计算机图形学的最新进展已使图像接近难以捉摸的逼真主义目标。由于许多自然物体是如此的复杂和详细,它们往往不能以令人信服的保真度渲染,因为在简洁地定义和有效地渲染它们的几何形状的困难。随着未来仿真和虚拟现实应用需求的增加,制作逼真自然的背景物体将变得越来越重要。我们提出了一个模型来创建和渲染树。我们的重点是树的整体几何结构,而不是严格遵守植物学原理。由于该模型必须由一般用户使用,因此它不需要任何超出基本几何原理的知识。我们还解释了一种方法,可以在远距离无缝地降低树木的几何形状,以优化森林地区大量树木的绘制。
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引用次数: 517
Depicting fire and other gaseous phenomena using diffusion processes 用扩散过程描述火和其他气体现象
J. Stam, E. Fiume
Developing a visually convincing model of fire, smoke, and other gaseous phenomenais among the most difficult and attractive problems in computer graphics. We have created new methods of animating a wide range of gaseous phenomena, including the particularly subtle problem of modelling “wispy” smoke and steam, using far fewer primitives than before. One significant innovation is the reformulation and solution of the advection-diffusion equation for densities composed of “warped blobs”. These blobs more accurately model the distortions that gases undergo when advected by wind fields. We also introduce a simple model for the flame of a fire and its spread. Lastly, we present an efficient formulation and implementation of global illumination in the presence of gases and fire. Our models are specifically designed to permit a significant degree of user control over the evolution of gaseous phenomena.
在计算机图形学中最困难和最吸引人的问题之一是建立一个视觉上令人信服的火、烟和其他气体现象的模型。我们已经创造了新的方法来动画广泛的气体现象,包括特别微妙的问题建模“缕缕”烟雾和蒸汽,使用比以前少得多的原语。一个重要的创新是对由“扭曲的斑点”组成的密度的平流扩散方程的重新表述和求解。这些斑点更准确地模拟了气体被风场平流时所经历的扭曲。我们还介绍了火焰及其蔓延的一个简单模型。最后,我们提出了一个在气体和火焰存在下的全局照明的有效公式和实现。我们的模型是专门设计的,允许用户对气体现象的演变有很大程度的控制。
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引用次数: 374
Interactive physically-based manipulation of discrete/continuous models 离散/连续模型的交互式物理操作
Mika Harada, A. Witkin, D. Baraff
Physically-based modeling has been used in the past to support a variety of interactive modeling tasks including free-form surface design, mechanism design, constrained drawing, and interactive camera control. In these systems, the user interacts with the model by exerting virtual forces, to which the system responds subject to the active constraints. In the past, this kind of interaction has been applicable only to models that are governed by continuous parameters. In this paper we present an extension to mixed continuous/discrete models, emphasizing constrained layout problems that arise in architecture and other domains. When the object being dragged is blocked from further motion by geometric constraints, a local discrete search is triggered, during which transformations such as swapping of adjacent objects may be performed. The result of the search is a “nearby” state in which the target object has been moved in the indicated direction and in which all constraints are satisfied. The transition to this state is portrayed using simple but effective animated visual effects. Following the transition, continuous dragging is resumed. The resulting seamless transitions between discrete and continuous manipulation allow the user to easily explore the mixed design space just by dragging objects. We demonstrate the method in application to architectural floor plan design, circuit board layout, art analysis, and page layout.
过去,基于物理的建模已被用于支持各种交互式建模任务,包括自由曲面设计、机构设计、约束绘图和交互式相机控制。在这些系统中,用户通过施加虚拟力与模型交互,系统根据主动约束对虚拟力做出响应。在过去,这种交互作用只适用于由连续参数控制的模型。在本文中,我们提出了对混合连续/离散模型的扩展,强调了在建筑和其他领域中出现的约束布局问题。当被拖拽的物体被几何约束阻止进一步运动时,触发局部离散搜索,在此期间可以执行转换,例如交换相邻物体。搜索的结果是一个“附近”状态,在这种状态下,目标对象已经向指定的方向移动,并且满足所有约束。过渡到这种状态是用简单但有效的动画视觉效果来描绘的。转换完成后,将恢复连续拖动。由此产生的离散和连续操作之间的无缝过渡允许用户通过拖动对象轻松探索混合设计空间。并将此方法应用于建筑平面设计、电路板布局、美术分析和页面布局。
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引用次数: 109
Realistic modeling for facial animation 逼真的面部动画建模
Yuencheng Lee, Demetri Terzopoulos, K. Waters
A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by ad hoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerable user input to construct facial models of individuals suitable for animation. In this paper, we present a methodology for automating this challenging task. Starting with a structured facial mesh, we develop algorithms that automatically construct functional models of the heads of human subjects from laser-scanned range and reflectance data. These algorithms automatically insert contractile muscles at anatomically correct positions within a dynamic skin model and root them in an estimated skull structure with a hinged jaw. They also synthesize functional eyes, eyelids, teeth, and a neck and fit them to the final model. The constructed face may be animated via muscle actuations. In this way, we create the most authentic and functional facial models of individuals available to date and demonstrate their use in facial animation.
在计算机图形学中尚未解决的一个主要问题是逼真的人脸模型的构建和动画。传统上,面部模型是通过手工数字化精心构建的,并通过特别的参数控制面部网格变形或肌肉动作的运动学近似来动画化。幸运的是,动画师现在能够通过使用扫描距离传感器将面部几何图形数字化,并通过面部组织和肌肉的动态模拟将其动画化。然而,这些技术需要大量的用户输入来构建适合动画的个人面部模型。在本文中,我们提出了一种方法来自动化这项具有挑战性的任务。从一个结构化的面部网格开始,我们开发算法,从激光扫描的距离和反射率数据自动构建人类受试者头部的功能模型。这些算法在动态皮肤模型中自动将收缩肌肉插入解剖学上正确的位置,并将其与铰链下颌的估计颅骨结构相结合。他们还合成功能齐全的眼睛、眼睑、牙齿和脖子,并将它们与最终模型相匹配。构建的面部可以通过肌肉驱动来激活。通过这种方式,我们创建了迄今为止最真实、最实用的个人面部模型,并展示了它们在面部动画中的应用。
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引用次数: 997
Videogame industry overview (panel session): technology, markets, content, future 电子游戏产业概述(小组讨论):技术,市场,内容,未来
J. Veeder, Mark Stephen Pierce, E. Jarvis, J. N. Latta, Heidi Therese Dangelmaier, Jez San
Description While innovative (but secretive) early on, the videogame industry is now rejoining the computer graphics mainstream. In production, we see a rapid move from 2D to 3D animation, lowend to high-end production technologies, limited in-house tools to cutting-edge animation production techniques such as motion capture and 3D character animation. In game formats, we see experimentation with multi-player games, cooperative strategies, and virtual reality. Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics. The videogame industry has only very recently come into focus for many people in the computer graphics field, yet this industry is now driving much of the technology development in computer animation. Videogame development is being drawn deeper into the media mainstream. We have entered the age of the "commercial transmedia supersystem" where entertainment content is proliferated across multiple marketing opportunities: the game, the movie, the music CD, the book, the doll. Application developers have recently focused on an "author once, deploy many" imperative for cost effective production. As a new generation tackles the problem of interactive content production, their tools apply contemporary technical solutions to a process done with graph paper and assembler code not so many years ago. Videogame content may evolve as well, driven by the new delivery systems which underly market growth. For example, the corporate dreams of interactive television list the two largest consumer revenue areas as shopping and (then) games. Ubiquitous interactive television would certainly leverage today's limited multi-user games. New audiences means designing for new cognitive models of fun and taking advantage of recent research in how media products relate to gender and childhood development. Electronic gaming could evolve to encompass nationwide social events such as elections, celebrity trials, virtual participation in natural disasters, and so forth. All these new products, applications, and markets require technical, design, and artistic contributions for development, yet our skills, knowledge sets, and innovation must be translated into the new forms. To make this translation we must develop a coherent picture of how this industry is currently constituted and how it may evolve in the future. This panel will focus on a number of topics including platform hardware, delivery systems and their markets, the move into 3D computer graphics, virtuality in videogame design, overlapping areas of interactive entertainment, e.g. multimedia and theme parks, markets and content, and projected future developments.
虽然电子游戏行业在早期是创新的(但却很隐秘),但现在它正在重新加入计算机图像的主流。在制作中,我们看到从2D到3D动画的快速转变,从低端到高端的制作技术,从有限的内部工具到尖端的动画制作技术,如动作捕捉和3D角色动画。在游戏形式中,我们看到了多人游戏、合作策略和虚拟现实的实验。总的来说,互动娱乐是一个迅速发展的领域,对创造性干预和复杂的计算机图形学有很大的要求。电子游戏产业直到最近才成为计算机图形领域许多人关注的焦点,但这个行业现在正在推动计算机动画的大部分技术发展。电子游戏开发正逐渐融入主流媒体。我们已经进入了“商业跨媒体超级系统”的时代,在这个时代,娱乐内容通过多种营销机会激增:游戏、电影、音乐CD、书籍、玩偶。应用程序开发人员最近关注的是“编写一次,部署多次”的成本效益要求。当新一代解决交互式内容生产的问题时,他们的工具将现代技术解决方案应用于几年前用图纸和汇编代码完成的过程。电子游戏内容也可能在市场增长的新传输系统的推动下发展。例如,互动电视的企业梦想列出了两个最大的消费者收入领域,分别是购物和游戏。无处不在的互动电视肯定会利用当今有限的多用户游戏。新受众意味着为新的乐趣认知模式进行设计,并利用最近关于媒体产品与性别和儿童发展之间关系的研究。电子游戏可以演变成全国性的社交活动,如选举、名人审判、虚拟参与自然灾害等。所有这些新产品、应用和市场的发展都需要技术、设计和艺术的贡献,但我们的技能、知识和创新必须转化为新的形式。要做到这一点,我们必须对这个行业目前的构成和未来的发展形成一个连贯的图景。本专题讨论的主题包括平台硬件、传送系统及其市场、向3D电脑绘图的转变、电子游戏设计中的虚拟性、互动娱乐的重叠领域,例如多媒体和主题公园、市场和内容,以及预测未来的发展。
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引用次数: 1
A frequency-domain analysis of head-motion prediction 头部运动预测的频域分析
Ronald T. Azuma, G. Bishop
The use of prediction to eliminate or reduce the effects of system delays in Head-Mounted Display systems has been the subject of several recent papers. A variety of methods have been proposed but almost all the analysis has been empirical, making comparisons of results difficult and providing little direction to the designer of new systems. In this paper, we characterize the performance of two classes of head-motion predictors by analyzing them in the frequency domain. The first predictor is a polynomial extrapolation and the other is based on the Kalman filter. Our analysis shows that even with perfect, noise-free inputs, the error in predicted position grows rapidly with increasing prediction intervals and input signal frequencies. Given the spectra of the original head motion, this analysis estimates the spectra of the predicted motion, quantifying a predictor's performance on different systems and applications. Acceleration sensors are shown to be more useful to a predictor than velocity sensors. The methods described will enable designers to determine maximum acceptable system delay based on maximum tolerable error and the characteristics of user motions in the application. CR
使用预测来消除或减少头戴式显示系统中系统延迟的影响已成为最近几篇论文的主题。人们提出了各种各样的方法,但几乎所有的分析都是经验性的,这使得比较结果变得困难,也给新系统的设计者提供了很少的指导。本文通过对两类头部运动预测器的频域分析来表征它们的性能。第一个预测器是多项式外推,另一个是基于卡尔曼滤波器。我们的分析表明,即使有完美的、无噪声的输入,预测位置的误差也会随着预测间隔和输入信号频率的增加而迅速增长。给定原始头部运动的频谱,该分析估计预测运动的频谱,量化预测器在不同系统和应用中的性能。加速度传感器比速度传感器对预测器更有用。所描述的方法将使设计人员能够根据最大可容忍误差和应用程序中用户运动的特征确定最大可接受的系统延迟。CR
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引用次数: 120
期刊
Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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