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Modeling small group behaviors in large crowd simulation 大人群模拟中的小群体行为建模
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159659
Seung In Park, Yong Cao, Francis K. H. Quek
Large crowds are seldom made up solely of a mass of individuals. They typically also include large collections of small groups. However the most of existing approaches to crowd modeling treat a crowd either as a collection of isolated individuals, each maintaining its own goal, or as an aggregated entity in which large number of individuals share the same goal and behavior pattern.
大群体很少仅仅是由一群人组成的。它们通常还包括小团体的大集合。然而,大多数现有的人群建模方法要么将人群视为孤立个体的集合,每个个体都有自己的目标,要么将人群视为一个聚集的实体,其中大量个体共享相同的目标和行为模式。
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引用次数: 1
Using natural vibrations to guide control for locomotion 利用自然振动来指导运动控制
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159631
Rubens Fernandes Nunes, J. B. C. Neto, C. Vidal, P. Kry, V. Zordan
Control for physically based characters presents a challenging task because it requires not only the management of the functional aspects that lead to the successful completion of the desired task, but also the resulting movement must be visually appealing and meet the quality requirements of the application. Crafting controllers to generate desirable behaviors is difficult because the specification of the final outcome is indirect and often at odds with the functional control of the task. This paper presents a method which exploits the natural modal vibrations of a physically based character in order to provide a palette of basis coordinations that animators can use to assemble their desired motion. A visual user interface allows an animator to guide the final outcome by selecting and inhibiting the use of specific modes. Then, an optimization routine applies the user-chosen modes in the tuning of parameters for a fixed locomotion control structure. The result is an animation system that is easy for an animator to drive and is able to produce a wide variety of locomotion styles for varying character morphologies.
控制基于物理的角色是一项具有挑战性的任务,因为它不仅需要管理导致成功完成预期任务的功能方面,而且最终的运动必须具有视觉吸引力并满足应用程序的质量要求。制作控制器来生成理想的行为是很困难的,因为最终结果的规范是间接的,并且经常与任务的功能控制相冲突。本文提出了一种利用基于物理的角色的自然模态振动的方法,以提供一个基本协调的调色板,动画师可以使用它来组装他们想要的运动。视觉用户界面允许动画师通过选择和抑制特定模式的使用来指导最终结果。然后,将用户选择的模式应用于固定运动控制结构的参数整定。其结果是一个动画系统,很容易为动画师驱动,并能够产生各种各样的运动风格为不同的角色形态。
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引用次数: 25
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction 基于带宽预测的动态几何材料交互渲染
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159637
Mahdi M. Bagher, C. Soler, K. Subr, Laurent Belcour, Nicolas Holzschuch
Shading complex materials such as acquired reflectances in multi-light environments is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required varies across the image, depending on a combination of several factors. Adaptively distributing computational budget across the pixels for shading is a challenging problem. In this paper we depict complex materials such as acquired reflectances, interactively, without any precomputation based on geometry. We first estimate the approximate spatial and angular variation in the local light field arriving at each pixel. This local bandwidth accounts for combinations of a variety of factors: the reflectance of the object projecting to the pixel, the nature of the illumination, the local geometry and the camera position relative to the geometry and lighting. We then exploit this bandwidth information to adaptively sample for reconstruction and integration. For example, fewer pixels per area are shaded for pixels projecting onto diffuse objects, and fewer samples are used for integrating illumination incident on specular objects.
在多光环境中为复杂的材料(如获得的反射率)着色在计算上是昂贵的。估算阴影积分需要多个入射光照样本。所需的样本数量在整个图像中有所不同,这取决于几个因素的组合。自适应分布计算预算在像素上的阴影是一个具有挑战性的问题。在本文中,我们描述了复杂的材料,如获得反射率,交互式的,没有任何基于几何的预计算。我们首先估计到达每个像素的局部光场的近似空间和角度变化。这个局部带宽考虑了多种因素的组合:物体投射到像素的反射率、照明的性质、局部几何形状和相机相对于几何形状和照明的位置。然后我们利用这些带宽信息自适应采样进行重建和整合。例如,对于投射到漫射物体上的像素,每个区域的阴影像素更少,并且用于整合入射到镜面物体上的照明的样本更少。
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引用次数: 34
Postmortem stylization of open-source games 开源游戏的事后风格化
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159660
Michael Lester, C. Laxer
Open-source games can benefit from stylization of their rendering engine, even after end-of-life. Without professional content artists, it is difficult to achieve the targeted realistic look to which many games aspire. Instead, the result of their attempts is often perceived as unnatural. In other words, if users see complex, realistic textures, they expect detailed geometry. If this is not delivered, the graphics system is blamed. A more consistent effect can be achieved by removing visual clutter, such as high-frequency textures or complex shading, so that only visually relevant information is emphasized. This can often result in a significant improvement for aging game engines; the simple, low-poly geometry benefits from stylized shading that roughly matches its level of abstraction (LOA). This improves both the game itself and its community by providing users a fresh experience and boosting development efforts.
开源游戏可以从渲染引擎的风格化中受益,即使是在生命周期结束后。如果没有专业的内容美工,就很难实现许多游戏所追求的目标真实感。相反,他们尝试的结果往往被认为是不自然的。换句话说,如果用户看到复杂、逼真的纹理,他们就会期待详细的几何图形。如果没有交付,图形系统将受到指责。通过去除视觉上的杂乱,如高频纹理或复杂的阴影,可以获得更一致的效果,这样只强调视觉上相关的信息。这通常能够显著改善老旧的游戏引擎;简单,低多边形几何受益于风格化的阴影,大致匹配其抽象水平(LOA)。通过为用户提供新鲜体验并推动开发工作,这既改善了游戏本身,也改善了游戏社区。
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引用次数: 0
Sleight of hand: perception of finger motion from reduced marker sets 手法:从减少的标记组中感知手指的运动
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159630
Ludovic Hoyet, K. Ryall, R. Mcdonnell, C. O'Sullivan
Subtle animation details such as finger or facial movements help to bring virtual characters to life and increase their appeal. However, it is not always possible to capture finger animations simultaneously with full-body motion, due to limitations of the setup or tight production schedules. Therefore, hand motions are often either omitted, manually created by animators, or captured during a separate session and spliced with full body animation. In this paper, we investigate the perceived fidelity of hand animations where all the degrees of freedom of the hands are computed from reduced marker sets. In a set of perceptual experiments, we found that finger motions reconstructed with inverse kinematics from a reduced marker set of eight markers per hand are perceived to be very similar to the corresponding motions reconstructed using a full set of twenty markers. We demonstrate how using this reduced set of eight large markers enabled us to capture the finger and full-body motions of two actors performing a range of relatively unconstrained actions using a 13-camera motion capture system. This serves to simplify the capture process and to significantly reduce the time for cleanup, while preserving the natural biological movements of the hands relative to the actions performed.
微妙的动画细节,如手指或面部动作,有助于使虚拟人物栩栩如生,增加他们的吸引力。然而,由于设置的限制或紧张的生产计划,并不总是可以同时捕捉手指动画和全身运动。因此,手部动作通常被省略,由动画师手动创建,或者在单独的会话中捕获并与全身动画拼接。在本文中,我们研究了手部动画的感知保真度,其中手部的所有自由度都是从简化的标记集计算的。在一组感知实验中,我们发现用逆运动学从每只手8个标记的减少标记集重建的手指运动被认为与使用完整的20个标记集重建的相应运动非常相似。我们演示了如何使用这个减少的8个大型标记,使我们能够捕捉两个演员的手指和全身运动,使用13个摄像头的动作捕捉系统执行一系列相对不受约束的动作。这有助于简化捕获过程,大大减少清理时间,同时保持手部相对于所执行动作的自然生物运动。
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引用次数: 57
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory 基于一般适应综合征理论的动态群体行为交互模拟
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159626
Sujeong Kim, S. Guy, Dinesh Manocha, M. Lin
We propose a new technique to simulate dynamic patterns of crowd behaviors using stress modeling. Our model accounts for permanent, stable disposition and the dynamic nature of human behaviors that change in response to the situation. The resulting approach accounts for changes in behavior in response to external stressors based on well-known theories in psychology. We combine this model with recent techniques on personality modeling for multi-agent simulations to capture a wide variety of behavioral changes and stressors. The overall formulation allows different stressors, expressed as functions of space and time, including time pressure, positional stressors, area stressors and inter-personal stressors. This model can be used to simulate dynamic crowd behaviors at interactive rates, including walking at variable speeds, breaking lane-formation over time, and cutting through a normal flow. We also perform qualitative and quantitative comparisons between our simulation results and real-world observations.
我们提出了一种利用压力模型来模拟人群行为动态模式的新技术。我们的模型解释了永久的、稳定的性格和人类行为的动态本质,这些行为会随着环境的变化而变化。由此产生的方法是根据心理学中众所周知的理论来解释行为在应对外部压力时的变化。我们将该模型与最新的多智能体模拟人格建模技术相结合,以捕获各种各样的行为变化和压力源。整体公式允许不同的压力源,以空间和时间的函数表示,包括时间压力、位置压力、区域压力和人际压力。该模型可用于模拟以交互速率进行的动态人群行为,包括以可变速度行走,随着时间的推移打破车道形成,以及穿过正常流量。我们还在模拟结果和实际观察结果之间进行定性和定量比较。
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引用次数: 96
Fast, effective BVH updates for animated scenes 快速,有效的BVH更新动画场景
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159649
D. Kopta, Thiago Ize, J. Spjut, E. Brunvand, A. Davis, A. Kensler
Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times and a commensurate reduction in the frame rate. The BVH could be rebuilt on every frame, but this could take significant time. We present a method to efficiently extend refitting for animated scenes with tree rotations, a technique previously proposed for off-line improvement of BVH quality for static scenes. Tree rotations are local restructuring operations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times, parallelizes easily, avoids significant degradation in tree quality or the need for rebuilding, and maintains fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animated scene.
边界体层次结构(BVHs)是一种流行的加速结构选择,用于用光线追踪渲染动画场景。这是由于围绕移动几何体调整边界体积相对简单。然而,如果场景中的物体随着动画的进展而变形或重新排列,那么这种改装树的质量会迅速下降,从而导致渲染时间的急剧增加和帧率的相应降低。BVH可以在每个帧上重建,但这可能需要花费大量时间。我们提出了一种方法来有效地扩展具有树旋转的动画场景的改装,这是一种先前提出的用于离线改进静态场景BVH质量的技术。树旋转是一种局部重构操作,它可以减轻移动原语对BVH质量的影响,在每次重构期间重新排列树中的节点,而不是触发完整的重构。结果是一个快速、轻量级的增量更新算法,它需要的内存可以忽略不计,更新时间很少,易于并行化,避免了树质量的显著下降或重建的需要,并保持了快速的呈现时间。我们表明,我们的方法接近或超过其他技术的帧率,并且无论动画场景如何,始终是最佳选择之一。
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引用次数: 56
Rectilinear texture warping for fast adaptive shadow mapping 直线纹理翘曲快速自适应阴影映射
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159641
P. Rosen
Conventional shadow mapping relies on uniform sampling for producing hard shadow in an efficient manner. This approach trades image quality in favor of efficiency. A number of approaches improve upon shadow mapping by combining multiple shadow maps or using complex data structures to produce shadow maps with multiple resolutions. By sacrificing some performance, these adaptive methods produce shadows that closely match ground truth. This paper introduces Rectilinear Texture Warping (RTW) for efficiently generating adaptive shadow maps. RTW images combine the advantages of conventional shadow mapping - a single shadow map, quick construction, and constant time pixel shadow tests, with the primary advantage of adaptive techniques - shadow map resolutions which more closely match those requested by output images. RTW images consist of a conventional texture paired with two 1-D warping maps that form a rectilinear grid defining the variation in sampling rate. The quality of shadows produced with RTW shadow maps of standard resolutions, i.e. 2,048×2,048 texture for 1080p output images, approaches that of raytraced results while low overhead permits rendering at hundreds of frames per second.
传统的阴影映射依赖于均匀采样来有效地生成硬阴影。这种方法以图像质量为代价换取效率。许多方法通过组合多个阴影映射或使用复杂的数据结构来生成具有多个分辨率的阴影映射来改进阴影映射。通过牺牲一些性能,这些自适应方法产生的阴影与地面真实度非常接近。本文介绍了利用直线纹理翘曲(RTW)高效生成自适应阴影贴图的方法。RTW图像结合了传统阴影映射的优点-单个阴影映射,快速构建和恒定时间像素阴影测试,以及自适应技术的主要优点-阴影映射分辨率更接近输出图像所要求的分辨率。RTW图像由传统纹理与两个1-D扭曲图配对组成,形成一个定义采样率变化的直线网格。使用标准分辨率的RTW阴影贴图产生的阴影质量,即1080p输出图像的2,048×2,048纹理,接近光线追踪结果,而低开销允许以每秒数百帧的速度渲染。
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引用次数: 18
Surface based anti-aliasing 基于表面的抗混叠
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159643
Marco Salvi, Kiril Vidimce
We present surface based anti-aliasing (SBAA), a new approach to real-time anti-aliasing for deferred renderers that improves the performance and lowers the memory requirements for anti-aliasing methods that sample sub-pixel visibility. We introduce a novel way of decoupling visibility determination from shading that, compared to previous multi-sampling based approaches, significantly reduces the number of samples stored and shaded per pixel. Unlike post-process anti-aliasing techniques used in conjunction with deferred renderers, SBAA correctly resolves visibility of sub-pixel features, minimizing spatial and temporal artifacts.
我们提出了基于表面的抗锯齿(SBAA),这是一种用于延迟渲染器的实时抗锯齿的新方法,它可以提高性能并降低采样亚像素可见性的抗锯齿方法的内存需求。我们引入了一种从阴影中解耦可见性确定的新方法,与之前基于多采样的方法相比,该方法显著减少了每像素存储和阴影的样本数量。与与延迟渲染器一起使用的后处理抗混叠技术不同,SBAA正确地解决了亚像素特征的可见性,最大限度地减少了空间和时间伪影。
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引用次数: 19
Feature-based interactively sketched terrain 基于特征的交互式绘制地形
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159654
Daniel Adams, P. Egbert, Seth Brunner
We present a new technique for interactive terrain generation. This approach provides two improvements over existing teerrain generation systems. First, we introduce an improved midpoint displacement algorithm that allows for arbitrary vertex insertion order.
提出了一种新的交互式地形生成技术。这种方法对现有的雨水产生系统有两个改进。首先,我们引入了一种改进的中点位移算法,该算法允许任意顶点插入顺序。
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引用次数: 6
期刊
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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