Chang-Hun Kim Department of Computer Science Korea University

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Presentation transcript:

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...