首页 > 最新文献

Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games最新文献

英文 中文
Real-time multiple scattering using light propagation volumes 利用光传播体积的实时多重散射
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159636
M. Billeter, Erik Sintorn, Ulf Assarsson
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof.
本文介绍了一种新的基于gpu的实时渲染方法,用于在参与介质中散射产生的体积照明效果。该方法包括支持散射光的间接照明,高质量的单散射体积阴影,以及在各向同性和均匀介质中近似的多重散射体积照明效果。该方法建立在光传播体积的改进传播方案之上。该方案根据传播过程中的辐射光传递方程对散射进行建模。光传播体的初始状态是基于用阴影图识别的单散射光;这样可以产生高质量的初始辐射分布。传播后,生成的分布在渲染期间用作漫射光源,也用于多次散射的体积效果的射线行进。单个散射光的体积阴影分别渲染。我们将新方法与当代技术产生的单散射体积阴影、平面光传播体积(这种新方法扩展了)及其简单组成进行了比较。
{"title":"Real-time multiple scattering using light propagation volumes","authors":"M. Billeter, Erik Sintorn, Ulf Assarsson","doi":"10.1145/2159616.2159636","DOIUrl":"https://doi.org/10.1145/2159616.2159636","url":null,"abstract":"This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"58 1","pages":"119-126"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73832178","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}
引用次数: 9
Evaluation of a tangible interface for architectural daylighting analysis 建筑采光分析的有形界面评价
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159653
Joshua D. Nasman, B. Cutler
We present a study of a tangible user interface (TUI) for architectural design and daylighting analysis. This tool provides an intuitive way for architects and future building occupants to quickly construct physical models and then view a simulation of daylighting in the model at interactive rates. We conducted a user study of both formally-trained architects and non-architects in a set of analysis and design exercises. This study investigates the effectiveness of this interface as an educational tool, the precision and accuracy of the constructed physical models, and the overall effectiveness of the tangible interface. The four part study investigates users' intuitions about daylighting and their interaction with the tool for analysis of an existing space, for proposing renovations to the space, and for designing a totally new space with the same architectural program that better addresses the occupants' needs. These exercises revealed misconceptions in many of the participants' intuitions about day-lighting and overall the participants expressed interest in this simulation tool for daylighting analysis in architectural design. Architectural daylighting design is the use of windows and reflective surfaces to make effective use of natural light from the sun and sky within a physical environment. Increased use of daylighting can reduce the need for supplemental electric lighting during the day, decreasing operating costs and reducing the consumption of non-renewable resources. The daylighting analysis system simulates the complex inter-reflection of natural light within a scene and uses a set of six standard office projectors surrounding the table to "paint" the physical primitives with the simulation results. Designing in the tabletop system is done by sketching with physical wall primitives to create a closed space with window primitives that are placed over the top edge of the walls. A calibrated overhead camera captures the arrangement of these elements and the geometry is converted into a closed triangle mesh. Radiosity, a patch-based lighting method, is used to simulate light propagation within the space and the rendering system displays the simulated natural lighting on the physical model using six projectors positioned in a circle above the table. The contributions of our work: • Exploration of participants' fundamental understanding of daylighting design, overlighting, underlighting and glare. • Quantitative analysis of the users' accuracy in using our physical sketching system to model a room they had just visited. • Evaluation of the participants' use of our tool and their perception of quantitative and qualitative daylighting from the displayed simulations. • Demonstration of our tangible interface as a creativity-enhancing tool for architectural daylighting design. Our study was divided into four consecutive tasks. The first task was designed to prime the user for thinking about daylighting and gauge the user's pre-existing in
我们提出了一个有形用户界面(TUI)的建筑设计和采光分析的研究。该工具为建筑师和未来的建筑居住者提供了一种直观的方式来快速构建物理模型,然后以交互速率在模型中查看采光的模拟。我们在一组分析和设计练习中对受过正式训练的架构师和非架构师进行了用户研究。本研究考察了该界面作为教育工具的有效性,构建的物理模型的精确性和准确性,以及有形界面的整体有效性。这项由四个部分组成的研究调查了用户对采光的直觉,以及他们与现有空间分析工具的互动,对空间提出改造建议,并设计一个具有相同建筑方案的全新空间,以更好地满足居住者的需求。这些练习揭示了许多参与者对采光直觉的误解,总体而言,参与者对建筑设计中采光分析的模拟工具表示了兴趣。建筑采光设计是利用窗户和反射表面在物理环境中有效地利用来自太阳和天空的自然光。增加采光可以减少白天对补充电力照明的需求,降低运营成本,减少不可再生资源的消耗。采光分析系统模拟了场景中自然光线的复杂相互反射,并使用一组围绕桌子的六个标准办公投影仪来“绘制”模拟结果的物理原语。桌面系统的设计是通过绘制物理墙壁原语来创建一个封闭的空间,并将窗口原语放置在墙壁的顶部边缘。校准的头顶摄像机捕捉这些元素的排列,并将几何形状转换为封闭的三角形网格。Radiosity是一种基于patch的照明方法,用于模拟光线在空间内的传播,渲染系统使用放置在桌子上方圆形的六个投影仪将模拟的自然光线显示在物理模型上。我们的工作贡献:•探索参与者对采光设计、过光、欠光和眩光的基本理解。•定量分析用户在使用我们的物理素描系统来模拟他们刚刚访问过的房间时的准确性。•评估参与者对我们工具的使用情况,以及他们从显示的模拟中对定量和定性采光的感知。•展示我们的有形界面作为建筑采光设计的创造性增强工具。我们的研究分为四个连续的任务。第一个任务是让用户开始思考采光,并衡量用户对采光的预先存在的直觉。对于第二个任务,用户被介绍到TUI进行采光模拟,并被要求构建和分析他们刚刚访问的计算机实验室的物理模型。然后要求用户提出并评估对现有空间的适度改造,以改善空间采光的使用。最后,鼓励用户创建一个全新的设计,并使用TUI来评估由此产生的照明。本研究的参与者被我们的有形界面的采光模拟显著和积极的影响。用户一致声称他们的照明直觉得到了改善,他们的设计得到了工具的帮助,并且界面易于访问。许多参与者使用该工具来观察不同季节的照明,以了解全年的日照变化情况。尽管如此,很明显,用户需要额外的定量反馈和可视化来更全面地分析高对比度照明条件下的眩光。
{"title":"Evaluation of a tangible interface for architectural daylighting analysis","authors":"Joshua D. Nasman, B. Cutler","doi":"10.1145/2159616.2159653","DOIUrl":"https://doi.org/10.1145/2159616.2159653","url":null,"abstract":"We present a study of a tangible user interface (TUI) for architectural design and daylighting analysis. This tool provides an intuitive way for architects and future building occupants to quickly construct physical models and then view a simulation of daylighting in the model at interactive rates. We conducted a user study of both formally-trained architects and non-architects in a set of analysis and design exercises. This study investigates the effectiveness of this interface as an educational tool, the precision and accuracy of the constructed physical models, and the overall effectiveness of the tangible interface. The four part study investigates users' intuitions about daylighting and their interaction with the tool for analysis of an existing space, for proposing renovations to the space, and for designing a totally new space with the same architectural program that better addresses the occupants' needs. These exercises revealed misconceptions in many of the participants' intuitions about day-lighting and overall the participants expressed interest in this simulation tool for daylighting analysis in architectural design.\u0000 Architectural daylighting design is the use of windows and reflective surfaces to make effective use of natural light from the sun and sky within a physical environment. Increased use of daylighting can reduce the need for supplemental electric lighting during the day, decreasing operating costs and reducing the consumption of non-renewable resources.\u0000 The daylighting analysis system simulates the complex inter-reflection of natural light within a scene and uses a set of six standard office projectors surrounding the table to \"paint\" the physical primitives with the simulation results. Designing in the tabletop system is done by sketching with physical wall primitives to create a closed space with window primitives that are placed over the top edge of the walls. A calibrated overhead camera captures the arrangement of these elements and the geometry is converted into a closed triangle mesh. Radiosity, a patch-based lighting method, is used to simulate light propagation within the space and the rendering system displays the simulated natural lighting on the physical model using six projectors positioned in a circle above the table.\u0000 The contributions of our work:\u0000 • Exploration of participants' fundamental understanding of daylighting design, overlighting, underlighting and glare.\u0000 • Quantitative analysis of the users' accuracy in using our physical sketching system to model a room they had just visited.\u0000 • Evaluation of the participants' use of our tool and their perception of quantitative and qualitative daylighting from the displayed simulations.\u0000 • Demonstration of our tangible interface as a creativity-enhancing tool for architectural daylighting design.\u0000 Our study was divided into four consecutive tasks. The first task was designed to prime the user for thinking about daylighting and gauge the user's pre-existing in","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"44 1","pages":"207"},"PeriodicalIF":0.0,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90221882","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}
引用次数: 5
Constant-time all-pairs geodesic distance query on triangle meshes 三角形网格的常时间全对测地线距离查询
Pub Date : 2012-01-01 DOI: 10.1145/2159616.2159622
Shiqing Xin, Xiang Ying, Ying He
Computing discrete geodesics on polyhedral surfaces plays an important role in computer graphics. In contrast to the well-studied "single-source, all-destination" discrete geodesic problem, little progress has been reported to the all-pairs geodesic, i.e., computing the geodesic distance between arbitrary two points on the surface. To our knowledge, the existing all-pairs geodesic algorithms have very high computational cost, thus, can not be applied to real-world models, which usually contain thousands of vertices. In this paper, we propose an efficient algorithm to approximate the all-pairs geodesic on triangular meshes. The pre-processing step takes O(mn2 log n) time for the input mesh with n vertices and m samples, where m (≪ n) is specified by the user, usually between a few hundred and several thousand. In the query step, our algorithm can compute the approximate geodesic distance between arbitrary pair of points (not necessarily mesh vertices) in O(1) time. Furthermore, the geodesic path and the geodesic distance field can be approximated in linear time. Both theoretical analysis and experimental results on real-world models demonstrate that our algorithm is efficient and accurate. We demonstrate the efficacy of our algorithm on the interactive texture mapping by using discrete exponential map.
多面体表面离散测地线的计算在计算机图形学中占有重要地位。与“单源、全目的”离散测地线问题相比,全对测地线问题(即计算表面上任意两点之间的测地线距离)的研究进展很少。据我们所知,现有的全对测地线算法计算成本非常高,因此无法应用于通常包含数千个顶点的实际模型。本文提出了一种在三角形网格上近似全对测地线的有效算法。对于有n个顶点和m个样品的输入网格,预处理步骤需要O(mn2 log n)时间,其中m(≪n)由用户指定,通常在几百到几千之间。在查询步骤中,我们的算法可以在O(1)时间内计算任意点对(不一定是网格顶点)之间的近似测地线距离。此外,测地线路径和测地线距离场可以在线性时间内近似。理论分析和实际模型的实验结果都证明了该算法的有效性和准确性。通过离散指数映射,验证了该算法在交互式纹理映射上的有效性。
{"title":"Constant-time all-pairs geodesic distance query on triangle meshes","authors":"Shiqing Xin, Xiang Ying, Ying He","doi":"10.1145/2159616.2159622","DOIUrl":"https://doi.org/10.1145/2159616.2159622","url":null,"abstract":"Computing discrete geodesics on polyhedral surfaces plays an important role in computer graphics. In contrast to the well-studied \"single-source, all-destination\" discrete geodesic problem, little progress has been reported to the all-pairs geodesic, i.e., computing the geodesic distance between arbitrary two points on the surface. To our knowledge, the existing all-pairs geodesic algorithms have very high computational cost, thus, can not be applied to real-world models, which usually contain thousands of vertices. In this paper, we propose an efficient algorithm to approximate the all-pairs geodesic on triangular meshes. The pre-processing step takes O(mn2 log n) time for the input mesh with n vertices and m samples, where m (≪ n) is specified by the user, usually between a few hundred and several thousand. In the query step, our algorithm can compute the approximate geodesic distance between arbitrary pair of points (not necessarily mesh vertices) in O(1) time. Furthermore, the geodesic path and the geodesic distance field can be approximated in linear time. Both theoretical analysis and experimental results on real-world models demonstrate that our algorithm is efficient and accurate. We demonstrate the efficacy of our algorithm on the interactive texture mapping by using discrete exponential map.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"18 1","pages":"31-38"},"PeriodicalIF":0.0,"publicationDate":"2012-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80031644","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}
引用次数: 42
Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual reality 切片WIM:一个多表面,多触摸界面,用于虚拟现实中体数据集的概述和细节探索
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944777
D. Coffey, Nicholas Malbraaten, T. Le, I. Borazjani, F. Sotiropoulos, Daniel F. Keefe
We present Slice WIM, a method for overview+detail visualization of volume datasets that explores the potential of new interfaces made possible by a virtual reality (VR) environment made of two display surfaces: an interactive multi-touch table, and a stereoscopic display wall. Slice WIM displays a miniature version of the 3D dataset within a head-tracked stereoscopic view such that it appears to float directly above the multi-touch table. Multi-touch gestures on the table are then used to navigate through the dataset and to set slices (cutting planes) through the data. Leveraging the unique table+wall hardware setup, horizontal slices through the data are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multi-touch gestures made on the table. We demonstrate several strategies for interacting with 2D "shadow slices" on the table surface as a method for controlling the WIM and exploring volumetric datasets. Applications of the interface to explore two different volume datasets are presented, and design decisions and limitations are discussed along with feedback from both casual users and domain scientists.
我们提出了Slice WIM,这是一种对体积数据集进行概述和细节可视化的方法,它探索了由两个显示表面组成的虚拟现实(VR)环境所带来的新界面的潜力:一个交互式多点触摸表和一个立体显示墙。Slice WIM在头部跟踪的立体视图中显示3D数据集的微型版本,这样它就会直接漂浮在多点触控表的上方。然后使用桌面上的多点触摸手势在数据集中导航,并在数据中设置切片(切割平面)。利用独特的桌子+墙壁硬件设置,通过数据的水平切片被投影(像阴影一样)到桌子表面,提供有用的2D数据概述,以补充3D视图,以及解释在桌子上做出的2D多点触摸手势的数据上下文。我们展示了几种与表格表面上的2D“阴影切片”交互的策略,作为控制WIM和探索体积数据集的方法。介绍了该接口在探索两种不同体积数据集方面的应用,并讨论了设计决策和限制,以及来自临时用户和领域科学家的反馈。
{"title":"Slice WIM: a multi-surface, multi-touch interface for overview+detail exploration of volume datasets in virtual reality","authors":"D. Coffey, Nicholas Malbraaten, T. Le, I. Borazjani, F. Sotiropoulos, Daniel F. Keefe","doi":"10.1145/1944745.1944777","DOIUrl":"https://doi.org/10.1145/1944745.1944777","url":null,"abstract":"We present Slice WIM, a method for overview+detail visualization of volume datasets that explores the potential of new interfaces made possible by a virtual reality (VR) environment made of two display surfaces: an interactive multi-touch table, and a stereoscopic display wall. Slice WIM displays a miniature version of the 3D dataset within a head-tracked stereoscopic view such that it appears to float directly above the multi-touch table. Multi-touch gestures on the table are then used to navigate through the dataset and to set slices (cutting planes) through the data. Leveraging the unique table+wall hardware setup, horizontal slices through the data are projected (like a shadow) down onto the table surface, providing a useful 2D data overview to complement the 3D views as well as a data context for interpreting 2D multi-touch gestures made on the table. We demonstrate several strategies for interacting with 2D \"shadow slices\" on the table surface as a method for controlling the WIM and exploring volumetric datasets. Applications of the interface to explore two different volume datasets are presented, and design decisions and limitations are discussed along with feedback from both casual users and domain scientists.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"42 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75585671","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}
引用次数: 52
Behavior authoring for crowd simulations 人群模拟的行为创作
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944779
Mubbasir Kapadia, Shawn Singh, Glenn D. Reinman, P. Faloutsos
There has been growing academic and industry interest in the behavioral animation of autonomous actors in virtual worlds. However, it remains a considerable challenge to automatically generate complicated interactions between multiple actors in a customizable way with minimal user specification.
学术界和工业界对虚拟世界中自主行动者的行为动画越来越感兴趣。然而,用最少的用户规范以可定制的方式在多个参与者之间自动生成复杂的交互仍然是一个相当大的挑战。
{"title":"Behavior authoring for crowd simulations","authors":"Mubbasir Kapadia, Shawn Singh, Glenn D. Reinman, P. Faloutsos","doi":"10.1145/1944745.1944779","DOIUrl":"https://doi.org/10.1145/1944745.1944779","url":null,"abstract":"There has been growing academic and industry interest in the behavioral animation of autonomous actors in virtual worlds. However, it remains a considerable challenge to automatically generate complicated interactions between multiple actors in a customizable way with minimal user specification.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81906231","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}
引用次数: 2
Voxel-based global illumination 基于体素的全局照明
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944763
Sinje Thiedemann, N. Henrich, Thorsten Grosch, S. Müller
Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization algorithm and an extension to a fast ray-voxel intersection test. Similar to screen-space illumination methods, VGI is independent of the scene complexity. Using voxels for indirect visibility enables real-time near-field illumination without the screen-space artifacts of alternative methods. Furthermore, VGI can be extended to interactive, multi-bounce global illumination solutions like path tracing and instant radiosity.
实时计算全局照明解决方案仍然是一个开放的问题。我们介绍了基于体素的全局照明(VGI),这是一种可扩展的技术,范围从实时近场照明到交互式全局照明解决方案。为了获得体素化的场景表示,我们引入了一种新的基于图集的边界体素化算法,并对快速射线-体素相交测试进行了扩展。与屏幕空间照明方法类似,VGI与场景复杂性无关。使用体素进行间接可见性可以实现实时近场照明,而无需替代方法的屏幕空间工件。此外,VGI可以扩展到交互式、多反弹的全局照明解决方案,如路径跟踪和即时辐射。
{"title":"Voxel-based global illumination","authors":"Sinje Thiedemann, N. Henrich, Thorsten Grosch, S. Müller","doi":"10.1145/1944745.1944763","DOIUrl":"https://doi.org/10.1145/1944745.1944763","url":null,"abstract":"Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization algorithm and an extension to a fast ray-voxel intersection test. Similar to screen-space illumination methods, VGI is independent of the scene complexity. Using voxels for indirect visibility enables real-time near-field illumination without the screen-space artifacts of alternative methods. Furthermore, VGI can be extended to interactive, multi-bounce global illumination solutions like path tracing and instant radiosity.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"45 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78843450","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}
引用次数: 71
Fast continuous collision detection using parallel filter in subspace 基于子空间并行滤波的快速连续碰撞检测
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944757
Chen Tang, Sheng Li, Guoping Wang
In this paper, we present a novel fast Continuous Collision Detection (CCD) method using SIMD capacity of CPU and idea of dimension reduction. We apply a parallel linear filter culling performed in one-dimensional subspace followed by a parallel planar filter culling performed in two-dimensional subspace before each elementary test, which simultaneously and conservatively tests the relative motion of each primitive pairs in various selected subspace. CPU's SIMD capacity is utilized for parallelizing the projection and filtering process in each subspace. Parallel filter culling in subspace removes a large amount of redundant elementary tests with low cost, and improves the overall performance of collision query. We demonstrate the advantages of our approach when comparing with previous alternatives in various dynamic scenes as benchmarks. In experiments, we observe up to 99% removal of false positives, and a huge magnitude of speed improvement on elementary tests (over 3x). Since our method only correlates the elementary test, it is scalable and can be easily integrated with various available single or multicore CPU based CCD algorithm. In addition, the performance of our method is less sensitive to varying step time.
本文利用CPU的SIMD容量和降维思想,提出了一种新的快速连续碰撞检测方法。在每个基本测试之前,我们先在一维子空间进行平行线性滤波剔除,然后在二维子空间进行平行平面滤波剔除,从而同时保守地测试每个基元对在各个选定的子空间中的相对运动。利用CPU的SIMD能力并行化每个子空间中的投影和滤波过程。子空间并行滤波剔除以较低的成本去除了大量冗余的基本测试,提高了碰撞查询的整体性能。当在各种动态场景中作为基准与之前的替代方案进行比较时,我们展示了我们的方法的优点。在实验中,我们观察到高达99%的误报去除,并且在基本测试中速度大幅提高(超过3倍)。由于我们的方法只与基本测试相关,因此它具有可扩展性,并且可以很容易地与各种可用的基于单核或多核CPU的CCD算法集成。此外,该方法的性能对步长变化的敏感性较低。
{"title":"Fast continuous collision detection using parallel filter in subspace","authors":"Chen Tang, Sheng Li, Guoping Wang","doi":"10.1145/1944745.1944757","DOIUrl":"https://doi.org/10.1145/1944745.1944757","url":null,"abstract":"In this paper, we present a novel fast Continuous Collision Detection (CCD) method using SIMD capacity of CPU and idea of dimension reduction. We apply a parallel linear filter culling performed in one-dimensional subspace followed by a parallel planar filter culling performed in two-dimensional subspace before each elementary test, which simultaneously and conservatively tests the relative motion of each primitive pairs in various selected subspace. CPU's SIMD capacity is utilized for parallelizing the projection and filtering process in each subspace. Parallel filter culling in subspace removes a large amount of redundant elementary tests with low cost, and improves the overall performance of collision query. We demonstrate the advantages of our approach when comparing with previous alternatives in various dynamic scenes as benchmarks. In experiments, we observe up to 99% removal of false positives, and a huge magnitude of speed improvement on elementary tests (over 3x). Since our method only correlates the elementary test, it is scalable and can be easily integrated with various available single or multicore CPU based CCD algorithm. In addition, the performance of our method is less sensitive to varying step time.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89842388","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}
引用次数: 18
The research and realization of parameterized three-dimensional plant simulation based on fractal theory 基于分形理论的参数化三维植物模拟的研究与实现
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944792
Junfeng Yao, Hui Zhang, Bin Wu, F. Lin, Binxing Wang
The simulation of plant morphology has become a research hotspot in computer graphic. Two methods are commonly used to simulate plant morphology: L-system and IFS (Iterated Function System). However, they are limited to the construction methods of fractal plants. Moreover, the degree of realism in three-dimensional simulation is still insufficient, and the morphology of different plants has small differences.
植物形态模拟已成为计算机图形学领域的研究热点。常用的植物形态模拟方法有L-system和IFS (Iterated Function System)两种。然而,它们仅限于分形植物的构建方法。此外,三维模拟的逼真程度还不够,不同植物的形态差异较小。
{"title":"The research and realization of parameterized three-dimensional plant simulation based on fractal theory","authors":"Junfeng Yao, Hui Zhang, Bin Wu, F. Lin, Binxing Wang","doi":"10.1145/1944745.1944792","DOIUrl":"https://doi.org/10.1145/1944745.1944792","url":null,"abstract":"The simulation of plant morphology has become a research hotspot in computer graphic. Two methods are commonly used to simulate plant morphology: L-system and IFS (Iterated Function System). However, they are limited to the construction methods of fractal plants. Moreover, the degree of realism in three-dimensional simulation is still insufficient, and the morphology of different plants has small differences.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"52 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76961239","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}
引用次数: 0
Coherent image-based rendering of real-world objects 真实世界对象的连贯图像渲染
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944776
Stefan Hauswiesner, M. Straka, Gerhard Reitmayr
Many mixed reality systems require the real-time capture and re-rendering of the real world to integrate real objects more closely with the virtual graphics. This includes novel view-point synthesis for virtual mirror or telepresence applications. For real-time performance, the latency between capturing the real world and producing the virtual output needs to be as little as possible. Image-based visual hull (IBVH) rendering is capable of rendering novel views from segmented images in real time. We improve upon existing IBVH implementations in terms of robustness and performance by reformulating the tasks of major components. Moreover, we enable high resolutions and little latency by exploiting view- and frame coherence. The suggested algorithm includes image warping between successive frames under the constraint of redraw volumes. These volumes form a boundary of the motion and deformation in the scene, and can be constructed efficiently by describing them as the visual hull of a set of bounding rectangles which are cast around silhouette differences in image-space. As a result, our method can handle arbitrarily moving and deforming foreground objects and free viewpoint motion at the same time, while still being able to reduce workload by reusing previous rendering results.
许多混合现实系统需要实时捕获和重新渲染真实世界,以便将真实物体与虚拟图形更紧密地结合在一起。这包括用于虚拟镜像或远程呈现应用的新颖视点合成。对于实时性能,捕获真实世界和生成虚拟输出之间的延迟需要尽可能小。基于图像的视觉船体(IBVH)渲染能够实时渲染分割图像中的新视图。我们通过重新制定主要组件的任务,在鲁棒性和性能方面改进了现有的IBVH实现。此外,我们通过利用视图和帧一致性实现高分辨率和小延迟。该算法包括在重绘体积约束下连续帧之间的图像扭曲。这些体积形成了场景中运动和变形的边界,并且可以通过将它们描述为一组边界矩形的视觉外壳来有效地构建,这些边界矩形是围绕图像空间中的轮廓差异投射的。因此,我们的方法可以同时处理任意移动和变形的前景物体和自由的视点运动,同时仍然能够通过重用以前的渲染结果来减少工作量。
{"title":"Coherent image-based rendering of real-world objects","authors":"Stefan Hauswiesner, M. Straka, Gerhard Reitmayr","doi":"10.1145/1944745.1944776","DOIUrl":"https://doi.org/10.1145/1944745.1944776","url":null,"abstract":"Many mixed reality systems require the real-time capture and re-rendering of the real world to integrate real objects more closely with the virtual graphics. This includes novel view-point synthesis for virtual mirror or telepresence applications. For real-time performance, the latency between capturing the real world and producing the virtual output needs to be as little as possible. Image-based visual hull (IBVH) rendering is capable of rendering novel views from segmented images in real time. We improve upon existing IBVH implementations in terms of robustness and performance by reformulating the tasks of major components. Moreover, we enable high resolutions and little latency by exploiting view- and frame coherence. The suggested algorithm includes image warping between successive frames under the constraint of redraw volumes. These volumes form a boundary of the motion and deformation in the scene, and can be constructed efficiently by describing them as the visual hull of a set of bounding rectangles which are cast around silhouette differences in image-space. As a result, our method can handle arbitrarily moving and deforming foreground objects and free viewpoint motion at the same time, while still being able to reduce workload by reusing previous rendering results.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82615706","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}
引用次数: 16
Shadow caster culling for efficient shadow mapping 为有效的阴影映射而进行的阴影施法者裁剪
Pub Date : 2011-02-18 DOI: 10.1145/1944745.1944759
Jiří Bittner, O. Mattausch, Ari Silvennoinen, M. Wimmer
We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs. For scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene.
我们提出了一种通过剔除不产生可见阴影的阴影投射者来高效构建阴影贴图的新方法。该方法使用一种分层遮挡剔除算法,利用潜在阴影接收者的掩模来剔除阴影投射者。我们提出了几种具有不同剔除效率和计算成本的接收机掩码实现变体。对于具有静态聚焦阴影贴图的场景,我们设计了一种有效的策略来增量更新阴影贴图,这接近于无阴影场景的渲染性能。我们表明,我们的方法在渲染大型城市场景时实现了3 -10倍的加速,在渲染实际游戏场景时实现了1.5 -2倍的加速。
{"title":"Shadow caster culling for efficient shadow mapping","authors":"Jiří Bittner, O. Mattausch, Ari Silvennoinen, M. Wimmer","doi":"10.1145/1944745.1944759","DOIUrl":"https://doi.org/10.1145/1944745.1944759","url":null,"abstract":"We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs. For scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"14 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2011-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82225673","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}
引用次数: 13
期刊
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1