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how to bluff your way in graphics

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you are: not a graphics student, but might meet a graphics person or two while interviewing ... treat pixels of input images as the modeling primitve ... – PowerPoint PPT presentation

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Title: how to bluff your way in graphics


1
how to bluff your wayin graphics
  • doug zongker
  • 9 february 2001

2
contents
  • airplane-window overview of current graphics
    research
  • hot topics (IMHO)
  • whats going on at UW
  • you are not a graphics student, but might meet
    a graphics person or two while interviewing

3
the threefold way
  • modeling
  • how do we describe a scene?
  • rendering
  • how do we turn a description into an image?
  • animation
  • how do we add the time dimension to our models?

4
modeling
  • polygons
  • quadrics, etc.
  • parametric patches (B-splines)
  • subdivision surfaces
  • scanned imagery

5
subdivision surfaces
  • lukewarm topic which scheme?
  • Loop vs. Catmull-Clark vs. Doo-Sabin vs
  • hot topic practical issues
  • texturing
  • parameterization
  • editing
  • selective smoothing
  • multiresolution editing
  • efficiency

6
real data
  • acquiring models from laser scanners
  • hot topics
  • compression
  • level-of-detail
  • editing

7
rendering
  • 1985 Ray tracing will take over the world!
  • 1991 Global illumination will take over the
    world!
  • 1997 IBR will take over the world!
  • image-based rendering

8
image-based rendering
  • not just a rendering method
  • lies at the intersection of modeling, rendering,
    and vision
  • treat pixels of input images as the modeling
    primitve
  • warp, reproject, combine multiple views, etc.

9
image-based rendering
  • Plenoptic Modeling
  • Light Field Rendering, The Lumigraph
  • surface light fields
  • hybrid models
  • Façade, Tour Into the Picture

10
animation
  • hire a skilled animator to do keyframes
  • physical simulation
  • efficiency considerations
  • new simulations that werent previously feasible
  • motion capture

11
dealing with real data
  • real might mean measured from reality or
    generated by a physically accurate simulation
  • how do you turn what you have into what you want?
  • two approaches constraints and editing

12
dealing with real data
  • constraints methods generally apply to simulation
  • force simulation to achieve a desired result,
    while maintaining realism
  • editing methods generally apply to capture
    (though less so)
  • apply human-generated motion to new body
    structures

13
theme 1 real data
  • laser range scans, images, mocap
  • maybe realistic output requires realistic input
  • acquiring
  • storing
  • editing
  • multiresolution techniques
  • playing back

14
theme 2 applications
  • people are no longer impressed by shiny balls on
    infinite checkered planes
  • how do we get these techniques out of labs and
    onto desktops?
  • and what are they good for?
  • related to

15
the failure of 3D graphics
  • what is graphics used for?
  • films, TV, etc.
  • games
  • ummmm
  • highly visible niches, but niches
  • still looking for the killer graphics app
  • why does my mom need 10M tri/sec?

16
UW foci
  • Brian Curless 3D photography
  • leans towards range scans, etc.
  • Steve Seitz 3D photography
  • leans towards pure vision
  • Zoran Popovic mocap editing
  • motion libraries
  • David Salesin misc
  • non-photorealistic rendering, artsy things,
    ornamental design
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