the proceedings contain 39 papers. the topics discussedinclude: tabletop ensemble: touch-enabled virtual percussion instruments;way portals: efficient multi-agent navigation with line-segment goals;dynamic eye conver...
ISBN:
(纸本)9781450311946
the proceedings contain 39 papers. the topics discussedinclude: tabletop ensemble: touch-enabled virtual percussion instruments;way portals: efficient multi-agent navigation with line-segment goals;dynamic eye convergence for head-mounteddisplays improves user performance in virtual environments;constant-time all-pairs geodesic distance query on triangle meshes;computing 2d constraineddelaunay triangulation using the GPU;lossless compression of variable-precision floating-point buffers on GPUs;interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory;a lightweight, procedural, vector watercolor painting engine;ray tracing visualization toolkit;sleight of hand: perception of finger motion from reduced marker sets;using natural vibrations to guide control for locomotion;and an example-based motion synthesis technique for locomotion and object manipulation.
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 al...
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the storage requirements for rendering with arbitrary tabular BRdFs can be quite large. this limits the number of BRdFs that can be in usedin a scene to only a few. Furthermore, material parameters can be too complex...
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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 spatia...
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GPU-based ray casting, as introduced by Krüger and Westermann [2003], is an effective method for volumetric rendering. Unfortunately, conventional methods of Empty Space Skipping (ESS) using spatial partitioning,...
ISBN:
(纸本)9781450311946
GPU-based ray casting, as introduced by Krüger and Westermann [2003], is an effective method for volumetric rendering. Unfortunately, conventional methods of Empty Space Skipping (ESS) using spatial partitioning, which accelerate ray casting by culling ray-surface intersection tests in empty parts of the volume, do not align well with GPU architectures. CPUs are usually required for tree generation and parsing, as well as the data transfer from CPU to GPU. Such CPU-based pre-processing is time-consuming, withthe result that spatial tree structures are invariably applied to static datasets.
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...
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in this paper we present decoupleddeferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the visibility. this enables cac...
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Today CAd programs are not just producing mind-blowing graphics pictures or convincing virtual models that can be interactively manipulated and changed. they also can yield tangible, physical artifacts, thanks to the ...
ISBN:
(纸本)9781450311946
Today CAd programs are not just producing mind-blowing graphics pictures or convincing virtual models that can be interactively manipulated and changed. they also can yield tangible, physical artifacts, thanks to the development of many layered manufacturing techniques andthe emergence of services such as Shapeways [2011] and Ponoko [2011],. Creating, manipulating, and studying such 3d artifacts adds a whole new loop of feedback to the design process. this extra experience is also highly useful in the teaching of computer-aideddesign. in a graduate course on Solid Modeling and Rapid Prototyping we have usedthe design and realization of dissection puzzles as a training tool. dissection puzzles are particularly valuable design objects, since they not only train spatial understanding, but they also drive home issues concerning accuracy and tolerances in a very "hands-on" manner. in this poster andin the accompanying models we demonstrate some of the dissection models that we studied and elucidate the modeling issues associated with each type.
A 4d parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. the representation is based on a 4d model database of temporally aligned m...
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