Final Project Ideas Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2013.

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Presentation transcript:

Final Project Ideas Patrick Cozzi University of Pennsylvania CIS Fall 2013

How to Find Ideas Previous final projects, books, conference courses, and recent papers: YBDXoVPlxJMRX_vZ2BCuqvRDx89WsS3j0D_bXIFE/edit?usp=sharing 2

Guidelines Teams of two Open-ended 2-3x more work than hardest project Pitch Alpha Presentation Final Presentation Paper Code 3

Guidelines Full Details DUhUYisRRqDKpbSs/edit?usp=sharing 4

Selected Project Ideas 5

Alternative Rendering Pipelines Voxel Pipeline Point Pipeline 6

High-Quality Server-Side Rendering Client-side WebGL On mouse pause, server-side:  GPU path tracer, or  GPU Photon mapping GPU Photon mapping 7 Image from

Distributed Rendering In general, where is the client/server split?  All server, compress and stream  Create g-buffer server-side, light accumulate client-side  Temporal coherence 8 Image from

WebGL Deferred Shading Develop one of the first WebGL deferred shaders with and without MRT. How does it compare to a forward shader with the same effects? Image from

WebGL Profiler For widespread adoption, WebGL needs world-class developer tools. WebGL Inspection is a good start: However, how do we profile our shaders? We want to mouse over a pixel and see the shader hotspots. Image from

Precompute AO for terrain Each vertex in parallel Each ray in parallel Consider local area only

HLSL to GLSL Big industry need to one shading language “A non-crappy implementation of a library like this would almost certainly land you a job at Unity and I guess many other places.”

CSS Shaders GLSL vertex and fragment meets CSS

WebCL Rasterization pipeline Path tracer Photon mapping …

Volumetric Clouds Render volumetric clouds with light scattering via GPU ray casting. Great chapter in Game Engine Gems 2 Also see Image from

Water beneath-the-action/

AMD Mantle graphics-api-for-gcn

Next Steps Sign up for a timeslot dkhlZDl5bFNoV1pRM0E&usp=sharing 18