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Tabletop Ensemble: touch-enabled virtual percussion instruments 桌面合奏:触控虚拟打击乐器
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159618
Zhimin Ren, Ravish Mehra, Jason Coposky, M. Lin
We present an interactive virtual percussion instrument system, Tabletop Ensemble, that can be used by a group of collaborative users simultaneously to emulate playing music in real world while providing them with flexibility of virtual simulations. An optical multi-touch tabletop serves as the input device. A novel touch handling algorithm for such devices is presented to translate users' interactions into percussive control signals appropriate for music playing. These signals activate the proposed sound simulation system for generating realistic user-controlled musical sounds. A fast physically-based sound synthesis technique, modal synthesis, is adopted to enable users to directly produce rich, varying musical tones, as they would with the real percussion instruments. In addition, we propose a simple coupling scheme for modulating the synthesized sounds by an accurate numerical acoustic simulator to create believable acoustic effects due to cavity in music instruments. This paradigm allows creating new virtual percussion instruments of various materials, shapes, and sizes with little overhead. We believe such an interactive, multi-modal system would offer capabilities for expressive music playing, rapid prototyping of virtual instruments, and active exploration of sound effects determined by various physical parameters in a classroom, museum, or other educational settings. Virtual xylophones and drums with various physics properties are shown in the presented system.
我们提出了一种交互式虚拟打击乐器系统,桌面合奏,它可以被一组协作用户同时使用,以模拟在现实世界中演奏音乐,同时为他们提供虚拟模拟的灵活性。一个光学多点触控桌面作为输入设备。提出了一种新的触摸处理算法,将用户的交互转换为适合音乐播放的敲击控制信号。这些信号激活所提出的声音模拟系统,以产生逼真的用户控制的音乐声音。采用快速的基于物理的声音合成技术,模态合成,使用户能够直接产生丰富多样的音乐音调,就像他们使用真正的打击乐器一样。此外,我们还提出了一种简单的耦合方案,通过精确的数值声学模拟器来调制合成声音,以产生可信的乐器腔声效果。这种模式允许创建各种材料,形状和尺寸的新虚拟打击乐器,开销很小。我们相信,这样一个互动的、多模式的系统将提供富有表现力的音乐演奏、虚拟乐器的快速原型制作,以及在教室、博物馆或其他教育环境中由各种物理参数决定的声音效果的积极探索。该系统展示了具有不同物理特性的虚拟木琴和鼓。
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引用次数: 19
Efficient pixel-accurate rendering of curved surfaces 有效的像素精确曲面渲染
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159644
Young In Yeo, Lihan Bin, J. Peters
A curved or higher-order surface, such as spline patch or a Bézier patch, is rendered pixel-accurate if it displays neither polyhedral artifacts nor parametric distortion. This paper shows how to set the evaluation density for a patch just finely enough so that parametric surfaces render pixel-accurate in the standard graphics pipeline. The approach uses tight estimates, not of the size under screen-projection, but of the variance under screen projection between the exact surface and its triangulation. An implementation, using the GPU tessellation engine, runs at interactive rates comparable to standard rendering.
如果既不显示多面体伪像,也不显示参数失真,那么曲线曲面或高阶曲面(如样条曲面或bsamzier曲面)就会呈现像素精度。本文展示了如何为一个补丁设置足够精细的评估密度,以便参数化表面在标准图形管道中呈现像素精度。该方法使用严格的估计,而不是屏幕投影下的大小,而是屏幕投影下精确表面与其三角测量之间的方差。使用GPU镶嵌引擎的实现,以与标准渲染相当的交互速率运行。
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引用次数: 23
Real-time bidirectional path tracing via rasterization 实时双向路径跟踪通过光栅化
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159647
Yusuke Tokuyoshi, Shinji Ogaki
Global illumination drastically improves visual realism of interactive applications. Although many interactive techniques are available, they have some limitations or employ coarse approximations. For example, general instant radiosity often has numerical error, because the sampling strategy fails in some cases. This problem can be reduced by a bidirectional sampling strategy that is often used in off-line rendering. However, it has been complicated to implement in real-time applications. This paper presents a simple real-time global illumination system based on bidirectional path tracing. The proposed system approximates bidirectional path tracing by using rasterization on a commodity DirectX® 11 capable GPU. Moreover, for glossy surfaces, a simple and efficient artifact suppression technique is also introduced.
全局照明极大地提高了交互式应用的视觉真实感。尽管有许多可用的交互技术,但它们有一些局限性或使用粗略的近似。例如,由于采样策略在某些情况下失败,一般的瞬时辐射通常具有数值误差。这个问题可以通过双向采样策略来减少,这种策略通常用于离线渲染。然而,它在实时应用中实现起来很复杂。提出了一种简单的基于双向路径跟踪的实时全局照明系统。提出的系统通过在商品DirectX®11 GPU上使用光栅化来近似双向路径跟踪。此外,对于光滑表面,还介绍了一种简单有效的伪影抑制技术。
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引用次数: 17
Hardware accelerated construction of SAH-based bounding volume hierarchies for interactive ray tracing 硬件加速了基于sah的边界体层次结构的构建,用于交互式光线跟踪
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159655
Michael J. Doyle, Colin Fowler, M. Manzke
The ray tracing algorithm is known primarily for producing highly realistic images, but also for its high computational cost. Perhaps the most effective method for accelerating ray tracing is through the use of spatial index structures, such as kd-trees and bounding volume hierarchies. In highly dynamic scenarios, these structures must be rebuilt frequently, constituting a considerable portion of the total time to image.
光线追踪算法主要以产生高度逼真的图像而闻名,但也因其高计算成本而闻名。也许加速光线追踪最有效的方法是通过使用空间索引结构,如kd树和边界体层次结构。在高度动态的情况下,这些结构必须经常重建,这占了成像总时间的相当大一部分。
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引用次数: 3
Decoupled deferred shading for hardware rasterization 为硬件栅格化解耦延迟着色
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159640
Gabor Liktor, C. Dachsbacher
In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the visibility. This enables caching and efficient reuse of shading computation, e.g. for stochastic rasterization techniques. In contrast to previous methods, our decoupled shading can be efficiently implemented on current graphics hardware. We describe two variants which differ in the way the shading samples are cached: the first maintains a single cache for the entire image in global memory, while the second pursues a tile-based approach leveraging local memory of the GPU's multiprocessors. We demonstrate the application of decoupled deferred shading to speed up the rendering in applications with stochastic supersampling, depth of field, and motion blur.
在本文中,我们提出了解耦延迟着色:一种基于称为紧凑几何缓冲区的新数据结构的渲染技术,它独立于可见性存储着色样本。这使得缓存和有效地重用阴影计算,例如随机光栅化技术。与以前的方法相比,我们的解耦着色可以在当前的图形硬件上有效地实现。我们描述了两种不同的阴影样本缓存方式:第一种在全局内存中维护整个图像的单个缓存,而第二种则采用基于tile的方法,利用GPU的多处理器的本地内存。我们演示了解耦延迟着色在随机超采样、景深和运动模糊应用中的应用,以加快渲染速度。
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引用次数: 52
Texture compression using wavelet decomposition: a preview 纹理压缩使用小波分解:预览
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159664
P. Mavridis, Georgios Papaioannou
We present a new fixed-rate texture compression scheme based on the energy compaction properties of the Discrete Wavelet Transform. Targeting existing commodity graphics hardware and APIs, our method is using the DXT compression formats to perform the quantization and storage of the wavelet transform coefficients, ensuring very fast decoding speeds. An optimization framework minimizes the quantization error of the coefficients and improves the overall compression quality. Our method provides a variety of low bitrate encoding modes for the compression of grayscale and color textures. These encoding modes offer either improved quality or reduced storage over the DXT1 format. Furthermore, anisotropic texture filtering is performed efficiently with the help of the native texture hardware. The decoding speed and the simplicity of the implementation make our approach well suited for use in games and other interactive applications.
基于离散小波变换的能量压缩特性,提出了一种新的固定速率纹理压缩方案。针对现有的商品图形硬件和api,我们的方法是使用DXT压缩格式来执行小波变换系数的量化和存储,确保非常快的解码速度。优化框架最小化了系数的量化误差,提高了整体压缩质量。我们的方法为灰度和彩色纹理的压缩提供了多种低比特率编码模式。与DXT1格式相比,这些编码模式要么提高了质量,要么减少了存储空间。此外,在原生纹理硬件的帮助下,有效地进行了各向异性纹理滤波。解码速度和实现的简单性使我们的方法非常适合用于游戏和其他交互式应用程序。
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引用次数: 3
Dynamic eye convergence for head-mounted displays improves user performance in virtual environments 头戴式显示器的动态眼收敛提高了用户在虚拟环境中的性能
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159620
A. Sherstyuk, Arindam Dey, C. Sandor, A. State
In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immersive systems that employ head-mounted displays these tasks could be quite challenging, due to lack of convergence of virtual cameras. We present a mechanism that dynamically converges left and right cameras on target objects in VE. This mechanism simulates the natural process that takes place in real life automatically. As a result, the rendering system maintains optimal conditions for stereoscopic viewing of target objects at varying depths, in real time. Building on our previous work, which introduced the eye convergence algorithm [Sherstyuk and State 2010], we developed a Virtual Reality (VR) system and conducted an experimental study on effects of eye convergence in immersive VE. This paper gives the full description of the system, the study design and a detailed analysis of the results obtained.
在虚拟环境(VE)中,用户经常面临涉及近距离直接操作虚拟对象的任务,例如触摸、抓取、放置。在采用头戴式显示器的沉浸式系统中,由于缺乏虚拟摄像头的汇聚,这些任务可能相当具有挑战性。提出了一种VE中左右相机在目标物体上的动态收敛机制。这种机制自动模拟了现实生活中发生的自然过程。因此,渲染系统在不同深度实时保持目标物体的立体观察的最佳条件。在我们之前的工作基础上(该工作介绍了眼睛会聚算法[Sherstyuk and State 2010]),我们开发了一个虚拟现实(VR)系统,并对沉浸式VE中眼睛会聚的影响进行了实验研究。本文对系统进行了全面的描述、研究设计并对所获得的结果进行了详细的分析。
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引用次数: 12
Real-time rough refraction via LEAN mapping and Gaussian sum reduction 实时粗糙折射通过精益映射和高斯和减少
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159662
Zeng Dai, Chris Wyman
Rough refraction commonly occurs when light scatters on rough transparent surfaces. It presents a computational challenge, as every pixel's color depends on incoming light from numerous directions. De Rousiers et al. [2011] compute rough refraction interactively using a convolution of Gaussian normal and transmittance distribution functions (NDFs and BTDFs), but their work is limited to a constant roughness surfaces. We introduce two methods that allow for varying roughness by representing surface normals using LEAN mapping and Gaussian sum reduction (GSR).
当光散射在粗糙的透明表面时,通常会发生粗糙折射。这是一个计算上的挑战,因为每个像素的颜色取决于来自多个方向的入射光。De Rousiers等人[2011]使用高斯正态分布函数和透射率分布函数(ndf和btdf)的卷积交互计算粗糙折射,但他们的工作仅限于恒定粗糙度表面。我们介绍了两种方法,允许通过使用LEAN映射和高斯求和约简(GSR)表示表面法线来改变粗糙度。
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引用次数: 3
Delta radiance transfer δ辐射转移
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159648
B. Loos, D. Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan
Modular Radiance Transfer (MRT) is a recent technique for computing approximate direct-to-indirect transport. Scenes are dynamically constructed by warping and connecting simple shapes and compact transport operators are only precomputed on these simple shapes. MRT ignores fine-scale transport from "clutter" objects inside the scene, and computes light transport with reduced dimensional operators, which allows extremely high performance but can lead to significant approximation error. We present several techniques to alleviate this limitation, allowing the light transport from clutter in a scene to be accounted for. We derive additional low-rank delta operators to compensate for these missing light transport paths by modeling indirect shadows and interreflections from, and onto, clutter objects in the scene. We retain MRT's scene-independent precomputation and augment its scene-dependent initialization with clutter transport generation, resulting in increased accuracy without a performance penalty. Our implementation is simple, requiring a few small matrix-vector multiplications that generate a delta lightmap added to MRT's output, and does not adversely affect the performance benefits of the overall algorithm.
模块化辐射传输(MRT)是一种计算近似直接到间接传输的新技术。场景是通过扭曲和连接简单的形状来动态构建的,紧凑的传输算子只在这些简单的形状上预先计算。MRT忽略了场景中“杂乱”物体的精细尺度传输,并使用降维算子计算光传输,这可以实现极高的性能,但可能导致显著的近似误差。我们提出了几种技术来缓解这一限制,允许在场景中从杂波的光传输被考虑在内。我们推导了额外的低秩delta算子,通过模拟场景中杂波物体的间接阴影和相互反射来补偿这些缺失的光传输路径。我们保留了与场景无关的MRT预计算,并通过杂波传输生成增强了与场景相关的初始化,从而在不降低性能的情况下提高了精度。我们的实现很简单,只需要一些小的矩阵向量乘法,就可以生成一个增量光图,并添加到MRT的输出中,并且不会对整个算法的性能优势产生不利影响。
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引用次数: 14
Lossless compression of variable-precision floating-point buffers on GPUs gpu上可变精度浮点缓冲区的无损压缩
Pub Date : 2012-03-09 DOI: 10.1145/2159616.2159624
Jeff Pool, A. Lastra, Montek Singh
In this work, we explore the lossless compression of 32-bit floating-point buffers on graphics hardware. We first adapt a state-of-the-art 16-bit floating-point color and depth buffer compression scheme for operation on 32-bit data and propose two specific enhancements: dynamic bucket selection and a Fibonacci encoder. Next, we describe a unified codec for any type of floating-point buffer: color, depth, geometry, and GPGPU data. We also propose a method to further compress variable-precision data. Finally, we test our techniques on color, depth, and geometry buffers from existing applications. Using our enhancements to an existing technique, we have improved bandwidth savings by an average of 1.26x. Our unified codec achieved average bandwidth savings of 1.5x, 7.9x, and 2.9x for color (including buffers incompressible by past work), depth, and geometry buffers. Even higher savings were achieved when combined with our variable-precision technique, though specific ratios will depend on the tolerance of the application to reducing its precision.
在这项工作中,我们探索了图形硬件上32位浮点缓冲区的无损压缩。我们首先采用了最先进的16位浮点颜色和深度缓冲压缩方案来操作32位数据,并提出了两个特定的增强功能:动态桶选择和斐波那契编码器。接下来,我们描述一个统一的编解码器,适用于任何类型的浮点缓冲区:颜色、深度、几何和GPGPU数据。我们还提出了一种进一步压缩变精度数据的方法。最后,我们在现有应用程序的颜色、深度和几何缓冲上测试我们的技术。通过对现有技术的改进,我们平均节省了1.26倍的带宽。我们的统一编解码器实现了1.5倍、7.9倍和2.9倍的平均带宽节省,用于颜色(包括过去工作不可压缩的缓冲区)、深度和几何缓冲区。当与我们的可变精度技术相结合时,甚至可以实现更高的节省,尽管具体的比例取决于应用程序对降低其精度的容忍度。
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引用次数: 16
期刊
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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