1 / 12

Introduction to SIGGRAPH2003 Selections

Introduction to SIGGRAPH2003 Selections. Jia-Wei Chiou 2004/11/18. Selections. Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones Interactive Shadow Generation in Complex Environments All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation

Download Presentation

Introduction to SIGGRAPH2003 Selections

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Introduction toSIGGRAPH2003 Selections Jia-Wei Chiou 2004/11/18

  2. Selections • Graphics for the Masses: A Hardware Rasterization Architecture for Mobile Phones • Interactive Shadow Generation in Complex Environments • All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation • Efficient Synthesis of Physically Valid Human Motion • Rhythmic-Motion Synthesis Based on Motion-Beat Analysis

  3. Graphics for the Masses:A Hardware Rasterization Architecture for Mobile Phones Tomas Akenine-M¨oller Chalmers University of Technology Ericsson Mobile Platforms Jacob Str¨om Ericsson Research

  4. Abstract • To increase the mobile rendering capabilities • A new hardware architecture for rasterizing textured triangles • Saving memory bandwidth • To use as little power as possible • A scanline-based culling scheme • avoids a significant amount of z-buffer reads

  5. Interactive Shadow Generation in Complex Environments Naga K. Govindaraju, Brandon Lloyd, Sung-Eui Yoon, Avneesh Sud, and Dinesh Manocha University of North Carolina at Chapel Hill

  6. Abstract • A new algorithm for Interactive generation of hard-edged, umbral shadows in complex environments with a moving light source • Mainly Based on • Levels-of-detail (LODs) and visibility culling • A novel cross-visibility culling algorithm • A combination of shadow polygons and shadow maps

  7. All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation Ren Ng Stanford University Ravi Ramamoorthi Columbia University Pat Hanrahan Stanford University

  8. Abstract • Based on precomputed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map • Main contribution is to approximate the environment map in a wavelet basis, keeping only the largest terms • Compression by encoding the light transport matrix

  9. Efficient Synthesis of Physically Valid Human Motion Anthony C. Fang, Nancy S. Pollard Department of Computer Science Brown University

  10. Abstract • Traditionally, Differentiating physical quantities becomes prohibitively slow; obtaining first derivatives for these parameters is generally an O(D2) process. D = #DOF of the character • This paper describe a set of objective functions and constraints that lead to linear time analytical first derivatives

  11. Rhythmic-Motion Synthesis Based on Motion-Beat Analysis Tae-hoon Kim, Sang Il Park, and Sung Yong Shin Korea Advanced Institute of Science and Technology

  12. Abstract • Synthesizing a new motion from unlabelled example motions while preserving their rhythmic pattern • Training Data • Capture the motion beats from the example motions to extract the basic movements and their transitions • Constructs a movement transition graph that represents the example motions

More Related