My most expected 3d software is coming soon!
Watch the video for new features and improvements. = )
http://modo.logy.fr/downloads/videos/les-nouveautes-de-modo-501-en-video_1391.html
Tuesday, November 23, 2010
Siggraph 2010 Course- Advances in Real-Time Rendering in 3D Graphics and Games
Great collection of real-time rendering papers and supporting materials!!
http://advances.realtimerendering.com/s2010/index.html
Here is the syllabus-
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Introduction: Graphics Feature Development for Games
Natalya Tatarchuk (Bungie)
Rendering techniques in Toy Story 3
John-Paul Ownby, Robert Hall and Christopher Hall (Avalanche / Disney)
A Real-Time Radiosity Architecture for Video Game
Sam Martin (Geomerics), Per Einarsson (DICE)
Real-Time Order Independent Transparency and Indirect Illumination using Direct3D 11
Jason Yang, Jay McKee (AMD)
CryENGINE 3: Reaching the Speed of Light
Anton Kaplanyan (Crytek)
Sample Distribution Shadow Maps
Andrew Lauritzen (Intel)
Adaptive Volumetric Shadow Maps
Marco Salvi (Intel)
Uncharted 2: Character Lighting and Shading
John Hable (Naughty Dog)
Destruction Masking in Frostbite 2 using Volume Distance Fields
Robert Kihl (DICE)
Water Flow in Portal 2
Alex Vlachos (Valve)
http://advances.realtimerendering.com/s2010/index.html
Here is the syllabus-
-------------------------------------------------------------------------
Introduction: Graphics Feature Development for Games
Natalya Tatarchuk (Bungie)
Rendering techniques in Toy Story 3
John-Paul Ownby, Robert Hall and Christopher Hall (Avalanche / Disney)
A Real-Time Radiosity Architecture for Video Game
Sam Martin (Geomerics), Per Einarsson (DICE)
Real-Time Order Independent Transparency and Indirect Illumination using Direct3D 11
Jason Yang, Jay McKee (AMD)
CryENGINE 3: Reaching the Speed of Light
Anton Kaplanyan (Crytek)
Sample Distribution Shadow Maps
Andrew Lauritzen (Intel)
Adaptive Volumetric Shadow Maps
Marco Salvi (Intel)
Uncharted 2: Character Lighting and Shading
John Hable (Naughty Dog)
Destruction Masking in Frostbite 2 using Volume Distance Fields
Robert Kihl (DICE)
Water Flow in Portal 2
Alex Vlachos (Valve)
Facial Reflectance Field Demo And Paper
A very cool application - Face Demo(Facial Reflectance Field Demo) by Chris Tchou and Dan Maas. Developed at the USC Institute for Creative Technologies.
This demo allows you to virtually relight real faces. You can light the subject as if they were in a variety of real lighting environments captured from around the world, or position and adjust your own virtual lights to achieve whatever effect you desire.
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If that sounds exciting to you, check this out. : )
Accompanies the paper Acquiring the Reflectance Field of a Human Face by Paul Debevec, Tim Hawkins, Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, and Mark Sagar.
Labels:
Chris Tchou and Dan Maas,
Facial Reflectance Field,
hdr,
ICT
Rapid Acquisition of Specular And Normal Maps
We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient illumination patterns. In contrast to traditional photometric stereo, the spherical patterns allow normals to be estimated simultaneously from any number of viewpoints. We present two polarized lighting techniques that allow the diffuse and specular normal maps of an object to be measured independently. For scattering materials, we show that the specular normal maps yield the best record of detailed surface shape while the diffuse normals deviate from the true surface normal due to subsurface scattering, and that this effect is dependent on wavelength. We show several applications of this acquisition technique. First, we capture normal maps of a facial performance simultaneously from several viewing positions using time-multiplexed illumination. Second, we show that highresolution normal maps based on the specular component can be used with structured light 3D scanning to quickly acquire high-resolution facial surface geometry using off-the-shelf digital still cameras. Finally, we present a realtime shading model that uses independently estimated normal maps for the specular and diffuse color channels to reproduce some of the perceptually important effects of subsurface scattering.
And a video presentation-
Saturday, November 13, 2010
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