Abstracts
Session 1 |
09.10 |
Keynote address
Precomputed Lighting: Theory and Practice
Peter-Pike Sloan, Microsoft
This talk will discuss a set of techniques that can be
used to enable global illumination effects in
interactive applications. A fairly rigorous derivation
of Precomputed Radiance Transfer (PRT) will be
presented, along with new research results: Local,
Deformable Precomputed Radiance Transfer (LDPRT) is a
technique that extends previous work to handle "local"
global illumination effects on dynamic objects.
Parameterized Radiance Volumes models the spatially
varying radiance in a scene, parameterized by an
abstract model of illumination, extending previous work
for static lighting. Finally, scenarios where
precomputation makes sense, and more importantly ones
where it does not make sense, will be discussed.
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Session 2 |
1020 |
The Architecture of the Kapow Systems Engine
Jacob Marner, Deadline Games
Deadline Games will soon release their first
major game, Total Overdose, a third person action game
for consoles and PC. This talk will introduce the
technology behind Total Overdose, the Kapow Systems
engine, and give an overview of its architecture
and the design behind some of its key features.
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1040 |
Near Real-Time Multibody Dynamics with Stacking
Kenny Erleben, DIKU
This talk presents the latest technology for multibody
dynamics animation and will present a velocity-based
shock-propagation time-stepping scheme for multibody
dynamics.
The scheme is motivated by the extreme demands on
performance and stability required by interactive
applications.
This talk addresses the theory and difficulties of stable,
robust, and versatile multibody dynamics for computer
animation. It will include many aspects in physics-based
animation such as convergence rate, numerical errors,
time-stepping, and error-correction.
The talk focuses on interactive animation of large scale
configurations of complex and densely stacked rigid
bodies. The results show new improvements in frame rates
surpassing the state of the art.
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Session 4 |
1300 |
Using RenderMan for Ray Tracing and Global
Illumination in Complex Scenes
Per Henrik Christensen, Pixar
In this talk I will first give a brief overview of Pixar Animation
Studios. I will then describe Pixar's RenderMan, a commercial
rendering package used for rendering many CG movies and special
effects. RenderMan is known for being able to render extremely
complex scenes using a scanline algorithm. Our recent research has
focused on extending RenderMan's abilities to be able to compute ray
traced shadows, reflections, and refractions -- as well as global
illumination effects -- in equally complex scenes. We use a
multiresolution geometry cache to efficiently access tessellated
geometry, and we use an irradiance atlas to efficiently store and
look-up global illumination.
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Session 5 |
1410 |
Integrating DirectX Shaders in 3ds Max - A Developer's Perspective
Neil Hazzard, Discreet
The talk will provide developers all they need to know in order to use
and extend 3ds max's real time shader architecture. This includes
using DirectX Effect files, and custom HLSL support for the standard
material.
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Session 6 |
1520 |
Real-Time Indirect Illumination
Jeppe Revall Frisvad, IMM, DTU
This is a presentation of a method for real-time
simulation of
indirect illumination. The method, which we call
Direct Radiance Mapping (DRM), does not impose
any restrictions on scene geometry or
dynamics. This makes the method tractable for
real-time rendering of arbitrary dynamic
environments and for interactive preview of
feature animations. Through DRM we simulate two
diffuse reflections of light, but can also in
combination with traditional real-time methods
for specular reflections, simulate more complex
light paths. DRM is a GPU-based method.
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1540 |
Imaging in Mobile Entertainment applications
Lars Halling, Softhouse
Better cameras, displays and processing power in the mobile phones
have opened up new possibilities for creating mobile entertainment
applications. A number of applications built on advanced image
processing have already been launched and this number is likely to
grow fast. The image processing may either be executed in the mobile
phone or on a server connected to the telecom network.
Softhouse has developed an award-winning service called Twin Factor
that has been launched internationally. The user of Twin Factor can
easily find out, using her mobile phone, who her celebrity look-alike
is. The technology behind Twin Factor includes an advanced face
recognition engine, a celebrity database and an MMS framework for
providing the connectivity.
In the presentation we will give an overview of the Twin Factor
technology. Some perspectives of future services will also be given.
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1600 |
The Torque Game Engine
Steen L. Nielsen, IMM, DTU
The Torque Game Engine is a large and feature rich game engine, yet it
is cheap to get a license that includes the complete source code for the
engine.
At the GarageGames web site there is a large community of developers
who are very happy to help you getting started with Torque.
All of this makes Torque appeal to students and small game
development houses.
I will talk about the pros and cons of Torque and give a simple
demonstration of the built-in world editor.
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