siggraph

Jun
7

SIGGRAPH 2010 : Emerging Technologies Trailer

Some demo appear interesting to me this year:

  • Matrix LED Unit
  • FuSA2 Touch Display
  • 360-degree Autostereoscopic Display (It's Autostereo! Definitely take a look at it!)
  • Beyond the Surface (from Taiwan!)
  • Head-mounted Photometric Stereo (This reminds me what has been done in ICT Graphics Lab led by Paul Debevec)
  • Touch Light Through the Leaves (Anything more weird and abstract than this one?)
  • QuintPixel (HDR Display?)
  • Acroban the Humanoid (Much more interesting and cute than robots developed by CMU)
May
23
Apr
25

SIGGRAPH 2010 : Live Real-Time Demos

The demo Frolins by AMD/ATI attracts me a lot. It reminds me of Populous(上帝也抓狂) and Black & White(善與惡). Both are great games with wonderful game design and character design.

Dec
18

Photos of SIGGRAPH Asia 2009 by yoggy0

If you couldn't participate the historical biggest Computer Graphics conference in Asia up now, Siggraph Asia, and you are tired of grabbing just hyperlinks about this big event, how about just photoing this event?

Oct
24

Rob Cook's Steven A. Coons Award Speech at SIGGRAPH 2009

Every computer graphics researcher should look at this wonderful talk by Rob Cook @ Siggraph 2009 for his perspective of the current CG achievement and the future challenges of this field. I am so excited to know that Siggraph officially released this recording such that I can review it again casually at my cabin~
Oct
4

Briefing of Day 3 in SIGGRAPH 2009

siggraph2009_day3

只要 google 一下 nvidia siggraph 2009 這三個關鍵字,就自然會看到 NVIDIA 今年所有在 Siggraph 2009 發佈的投影片或影片,加上 NVIDIA 的技術團隊在給演講時,早就被知會投影片是會被放到網路上的,所以投影片的內容,都盡量製作成讓人可以自修的程度,很是貼心。

  • 首先,NVIDIA 提供給立體視覺用的 driver/api 是使用 off-axis 的。事實上,幾乎沒有任何理由要使用 parallel 或是 toe-in 的 camera setup。雖然拍攝 IMAX 時,他們會告訴你使用 parallel 的 camera setup 就對了,但其實那是因為,IMAX 的 projection setup 有幫你做了 offset,同等於是在拍攝時期就使用了 off-axis。
  • NVIDIA 的 driver/api 提供了如下三種作法(建議)給程式人員:
    • Use stereo surfaces: Duplicate render surfaces
    • Do stereo drawcalls: Duplicate drawcalls
    • Apply stereo separation: Modify projection matrix
  • Parallax = i.o.(interocular distance) * ( 1 - screen_depth/perceived_depth )
  • 有趣的是,投影片給人(我猜是專門針對遊戲設與與程式人員)一些立體視覺設計的準則:
    • Extra care must be taken to achieve a convincing effect
    • Objects should not be clipped by the edges of the window
    • Move object slowly from inside the screen to the outside area to give eyes time to adapt
    • Realistic rendering helps
  • 投影片裏頭使用的術語不是很正式,尤其是 convergence 這個字眼,建議想更加清楚了解細節的人,要去另尋教課書。
  • 投影片中,特別針對 Parallax Budget 有很深入的探討與分析,非常的珍貴。

PS. slides 裏頭的 Stereoscopy Basics 部分做得非常的好,想了解一些些基本的立體成像原理的,非常推薦。

Making of "Cloudy With a Chance of Meatballs" in Stereo and Mono 基本上整個內容與立體無關,讓我聽完整場後,只覺得這部動畫應該挺好看的,然後抱著遺憾離開…

Pixar's RenderMan User Group 的內容在這

Oct
2

Briefing of Day 2 in SIGGRAPH 2009

siggraph2009_day2

一大早就見識到 Will Wright 的 Playing with Perception,270 多張投影片,搭配上他那像機關槍似的表演風格,實在讓人很難不從睡眼惺忪醒來,整個就很震憾。

Will 的開場白是一個叫 Kittenwar 的網站,整個網站就是一直出現兩隻貓,讓你選一隻你比較愛的,就這樣。但是呢,Will 從分析這個網站上的點閱結果開講起,秀出了目前的冠軍貓,最不討人喜愛的貓,然後比較之間的差異,接著就是分析一下…然後給一些例證…整個就很搞笑,尤其是出自 Will 非常正經八百的說詞~

kittenwar.com

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