Chang-Hun Kim Department of Computer Science Korea University Mid-Summary CSCE 458 Fall 2004 Chang-Hun Kim Department of Computer Science Korea University
Assignment #1 – 3D Modeling Judgment basis Difficulty Techniques Creativity Report
Best Work – 9846036 주우현
Best Work – 9846036 주우현
Best Work – 9846036 주우현
Best Work – 9846036 주우현
Best Work – 9846036 주우현
9746034 노상규
9746055 김현민
9846003 장인수
9846039 조병걸
9846045 배선욱
9846055 김 수
9847216 임철한
2001160004 유남규
2001160064 노병석
2001160074 신승호
2001160187 곽태원
9714127 이동호
Assignment #2 – 3D Renderer Specification Load your 3D models and render it With your own renderer We’ll give you 3D model converter MAYA 3DMax ASCII file format (*.asc) Necessary functions Shading mode conversion (flat smooth) Lighting Interactivity (Rotation, translation, scaling) Optional functions Partial rendering Selection (Part, vertex, face) Texture mapping
Assignment #2 – 3D Renderer Materials to submit 1 compressed file (.zip or .alz) Filename: studentID.zip ex) 9648073.zip Source code & execution files Your 3D model to be tested Analysis report of the 3DMax ASCII file format Execution environment Due: October 24, 23:59
Paper Summary
Modeling – Simplification Surface Simplification Using Quadric Error Metric Michael Garland and Paul S. Heckbert ACM SIGGRAPH ‘97 Fast simplification using distance error metric Estimate error between The current model and The simplified model after the next step
Modeling – Simplification Progressive Meshes Hugues Hoppe ACM SIGGRAPH ‘96 Store the simplification order of sequence Continuous LOD Reduces popping effect Included in DirectX
Modeling – Subdivision Interpolating Subdivision for Meshes with Arbitrary Topology Denis Zorin, Peter Schroder, and Wim Sweldens ACM SIGGRAPH ‘96 Interpolating subdivision scheme
Modeling – Point Geometry QSplat: A Multiresolution Point Rendering System for Large Meshes Szymon Rusinkiewicz and Marc Levoy ACM SIGGRAPH ‘00 Accelerated point rendering To render the large model Efficient memory usage Splats Sampled from the meshes
Various Type of Splats
QSplat Rendering Results
Fluid Simulation Stable Fluids Real time fluid simulation Jos Stam ACM SIGGRAPH ’99 Real time fluid simulation Large timestep
Results
Fluid Simulation Real-Time Fluid Dynamics for Games Jos Stam Game Developers Conference 2003 Written for game developers (not researchers) All codes are freely opened
Results (1/2)
Results (2/2)
GPU-based Rendering Use DirectX vertex shader Papers will be presented later...