Real-time Rendering Lab 4

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Presentation transcript:

Real-time Rendering Lab 4 CSE 781 Prof. Roger Crawfis

Tessellation Shaders Anything with tessellation shaders. http://prideout.net/blog/?p=48

Shells and Fins http://www.uweb.ucsb.edu/~ygong/2007/04/rendering-fur-with-shells-and-fins.html

Environment Mapping Use Texture Layers. Use Mip-mapping to control the Blue or glossiness.

Spherical Harmonics Combine everything with Spherical Harmonics Environment Mapping to produce something similar to:

Instancing 1000’s ->10,000’s of complex objects. Different transformations Different colors / shaders? Different … Use with people / trees / … http://software.intel.com/en-us/articles/rendering-grass-with-instancing-in-directx-10/

3D Texture Based Volume Rendering View-aligned slices; clip slice geometry Single 3D texture Tri-linear interpolation

3D Texture Based Volume Rendering Texture Interpolation and Transfer Function (Pseudo-coloring)

Texture-Based Volume Rendering Data Set Proxy Geometry Image 9/21/2018 R. Crawfis, Ohio State Univ.

3D Texture Based Volume Rendering View-aligned slices; clip slice geometry Single 3D texture Tri-linear interpolation 9/21/2018 R. Crawfis, Ohio State Univ.

3D Texture Based Volume Rendering Texture Interpolation 9/21/2018 R. Crawfis, Ohio State Univ.

R. Crawfis, Ohio State Univ. Slice Based Rendering View direction 1 slice Slices 5 slices This is what it looks like if we compute the integral with a varying number of slices, or sample points. 20 slices 45 slices 85 slices 170 slices 9/21/2018 R. Crawfis, Ohio State Univ.

R. Crawfis, Ohio State Univ. Lighting and Shading Gradient estimation Pre-computed gradients On-the-fly gradients Per-pixel illumination Non-polygonal shaded isosurfaces Volume shading Pre-computed illumination 9/21/2018 R. Crawfis, Ohio State Univ.

Variance Shadow Mapping http://www.punkuser.net/lvsm/images/windmill_evsm.png

Non-Photorealistic Rendering http://ati.amd.com/developer/demos/r9700.html

Non-Photorealistic Rendering http://artis.imag.fr/Publications/2006/BTM06a/ http://exibeo.net/bin/shader_code/celshader.html

Texture Morphing http://www.doobybrain.com/2009/01/24/george-w-bush-morphing-into-barack-h-obama/comment-page-1/

Non-Photorealistic Rendering http://www.cse.ohio-state.edu/~crawfis/cse781/Slides/FISHKILL.MOV

Mesh Morphing You can create several poses in FaceGen. Write a shader that morphs between them.

Character Animation Read in a BVH file and develop a shader that does the proper animation and skinning. http://www.beyondmotion.com.au/free_motion.html

Displacement Mapping http://www.zbrushcentral.com/zbc/index.php

Displacement Mapping Procedural Rocks

2D Text Replace the normal Display List approach of text generation with a modern implement: Use texture layers Add the translate based on the VertexID? Or pass in an array of character ID’s? Use Unicode

Terrain Synthesis

Water and/or Sky Shaders

3D Sculpting Program Expand your paint program to include displacement mapping. Add an Alpha Texture to cut out areas. Include brushes that paint to several targets in a single pass (diffuse, gloss, alpha).