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Real-Time High Quality Rendering

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Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 3 Overview of Course Content http://www.cs.columbia.edu/~ravir/6160 – PowerPoint PPT presentation

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Title: Real-Time High Quality Rendering


1
Real-Time High Quality Rendering
  • COMS 6160 Fall 2004, Lecture 3
  • Overview of Course Content

http//www.cs.columbia.edu/ravir/6160
2
To Do
  • By tomorrow midnight, e-mail me ordered list of
    (at least) 4 papers for presentation
  • Papers will be assigned on a first-come
    first-served basis
  • If you dont respond, you will be assigned and
    have to do papers randomly (including possibly
    next week)
  • Start thinking about your projects (for those on
    grades). Project descriptions required in 2
    weeks. A good idea is to choose to present
    papers relating to your intended project.
  • This brief lecture previews the papers/topics in
    the course

3
3 basic themes
  • (Programmable) graphics hardware
  • Precomputation-based methods
  • Interactive ray-tracing/global illumination
  • Some overlap between these (e.g. algorithmic
    improvements based on precomputation, followed by
    hardware rendering)

4
Outline of papers/topics covered
  • Graphics hardware
  • Classic papers (today)
  • Programmability/tricks for high-quality rendering
    (next)
  • General programmable shading systems (Sep 29)
  • Shadow mapping (lecture Oct 6, papers Oct 13)
  • Precomputation-based methods
  • General environment mapping (complex lighting)
    (Oct 20)
  • Factored BRDF representations (Oct 27)
  • General precomputation-based methods (Nov 3, 10)
  • Interactive ray-tracing/global illumination (Nov
    17, Dec 1)

5
High Quality Hardware Shading (next)
  • Heidrich 99, one of first papers. Hardware
    tricks (before
    current programmable
    graphics in standard OpenGL)
  • Purcell et al. 02, map ray tracing to standard

    programmable hardware scanline pipeline
  • Lindholm et al. 01, first nVidia vertex shaders
    (GeForce 3)

6
General Programmable Shading (29)
  • First programmable shading systems for hardware
  • Peercy et al. 00 Multipass OpenGL implementation
    of RenderMan (OpenGL as general SIMD machine)
  • Proudfoot et al. 01 Multiple computation
    frequencies (precursor to vertex, fragment
    shaders)
  • Mark et al. 03 Describes nVidias Cg one of
    first commercial high-level shading languages for
    programmable hardware

7
Shadow Mapping (Oct 13)
  • Classic technique to add complex curved shadows
  • Williams 78, oldest paper we discuss in course
  • Many recent extensions for programmable hardware
  • Soft shadows Agrawala 00
  • Complex geometry like hair Lokovic and Veach 00
  • Adaptive techniques Fernando 01, Stamminger 02,
    Sen 03

8
Outline of papers/topics covered
  • Graphics hardware
  • Classic papers (today)
  • Programmability/tricks for high-quality rendering
    (next)
  • General programmable shading systems (Sep 29)
  • Shadow mapping (lecture Oct 6, papers Oct 13)
  • Precomputation-based methods
  • General environment mapping (complex lighting)
    (Oct 20)
  • Factored BRDF representations (Oct 27)
  • General precomputation-based methods (Nov 3, 10)
  • Interactive ray-tracing/global illumination (Nov
    17, Dec 1)

9
Complex Lighting, Materials (Oct 20)
  • Cabral et al. 99, first use of

    environment maps and
    general
    materials
  • Ramamoorthi 02, frequency domain approach (DEMO)

10
Factored Texture Maps (Oct 27)
  • Many high-dimensional functions (BRDFs, Light
    Fields) can be factored into lower-dimensional 2D
    textures for hardware
  • Mccool 01, BRDFs
  • Latta 02, Environment maps with general materials
  • Chen et al. 02, Surface light fields

11
Precomputed Transfer (Nov 10,17)
  • Precompute on static scenes, followed by
    real-time relighting, changing view. Can capture
    most complex shading effects.
  • Sloan et al. 02,03 Low-frequency SH, compression
  • Ng et al. 03, 04 Wavelets all-frequency,
    relight, view change
  • Sloan 04, Wang 04 Factored BRDFs all-frequency
    relighting

12
Outline of papers/topics covered
  • Graphics hardware
  • Classic papers (today)
  • Programmability/tricks for high-quality rendering
    (next)
  • General programmable shading systems (Sep 29)
  • Shadow mapping (lecture Oct 6, papers Oct 13)
  • Precomputation-based methods
  • General environment mapping (complex lighting)
    (Oct 20)
  • Factored BRDF representations (Oct 27)
  • General precomputation-based methods (Nov 3, 10)
  • Interactive ray-tracing/global illumination (Nov
    17, Dec 1)

13
Interactive Global Illumination
  • Eurographics STAR report reviews state of the art
  • Two recent papers
  • Tole et al. 02, dynamic scenes
  • Bala et al. 03, combining edges and points
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