Archive for the ‘SIGGRAPH’ Category


I feel extremely lucky to spend about 4 years in MSRA and take part in a very special meeting on the very last day…

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When preparing for my fast-forward slides to be presented at SIGGRAPH 2011, I’ve found the following features of PowerPoint 2010 very useful.

  • The embedded videos can be really played under text boxes, after sending them to background.
  • The embedded videos will be incorporated within the saved PPTX file automatically, which obviates the need to keep separate video clips under certain folders with special care.
  • The entire slides can be dumped into a single WMV file according to user specified timings (File -> Save & Send -> Create a Video).

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This paper introduced a procedural noise that offers accurate spectral control, setup-free surface mapping, anisotropic filtering and fast evaluation at the same time.

The noise is formulated as a random pulse process and the Gabor kernel is chosen as the pulse, which has compact support in spatial domain for fast procedural evaluation, as well as compact support in frequency domain for precise spectral control. An interactive tool has been developed for noise design, which allows the user to determine noise pattern by tuning intuitive parameters in frequency domain, such as magnitude, orientation and bandwidth.

Various noise patterns have been created showing that this technique is really useful, and the accompanying video has proven that the design tool is indeed user friendly.

This paper is published on SIGGRAPH 2009 and can be found here or under the project webpage.

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This paper presents a system to simulate and render photorealistic fire with high resolution, which can be used for feature film.

The algorithm pipeline goes as follows:

  1. Coarse particle/grid simulation for large-scale motion

    The artist can control the behavior of fire by directing a particle system, which is used as input to a 3D coarse grid simulator. Some standard grid-based simulation steps are performed for incompressibility and vorticity confinement. The update of velocity is then projected back to particles.

  2. View-specific refinement on GPUs

    The coarse particle attributes are projected onto evenly spaced planes parallel to the camera viewing plane. The high-resolution 2D Navier-Stokes equations are solved on each image plane independently on multiple GPUs. And the camera-oriented slices can be used for volume rendering finally.

    The refinement pass takes advantage of some important observations about visual perception of fire, which lead to the fact that camera-facing sprites work well for fire and smoke.

Although the underlying techniques are fairly complex, the system is easy to use, and indeed produces appealing results of fire efficiently.

This paper is published on SIGGRAPH 2009 and can be found here.

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This paper presents a method to generate 3D solid textures from 2D images, which applies to solid textures composed of discrete particles.

The 3D particles density is estimated from 2D image via a so-called “unfolding” process, based on a fundamental relationship in stereology. The particle distribution is then synthesized from random initialization, followed by simulated annealing to resolve collisions. Although the algorithms only works for limited kinds of textures, the final results appear realistic and beautiful, especially after adding fine details, which can be obtained as noisy color variation by some other solid synthesis algorithm.

This paper is published on SIGGRAPH 2004 and can be found here.

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