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Chang-Hun Kim Department of Computer Science Korea University
Mid-Summary CSCE 458 Fall 2004 Chang-Hun Kim Department of Computer Science Korea University
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Assignment #1 – 3D Modeling
Judgment basis Difficulty Techniques Creativity Report
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Best Work – 주우현
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Best Work – 주우현
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Best Work – 주우현
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Best Work – 주우현
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Best Work – 주우현
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노상규
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김현민
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장인수
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조병걸
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배선욱
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김 수
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임철한
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유남규
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노병석
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신승호
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곽태원
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이동호
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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
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Assignment #2 – 3D Renderer
Materials to submit 1 compressed file (.zip or .alz) Filename: studentID.zip ex) 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
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Paper Summary
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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
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Modeling – Simplification
Progressive Meshes Hugues Hoppe ACM SIGGRAPH ‘96 Store the simplification order of sequence Continuous LOD Reduces popping effect Included in DirectX
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Modeling – Subdivision
Interpolating Subdivision for Meshes with Arbitrary Topology Denis Zorin, Peter Schroder, and Wim Sweldens ACM SIGGRAPH ‘96 Interpolating subdivision scheme
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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
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Various Type of Splats
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QSplat Rendering Results
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Fluid Simulation Stable Fluids Real time fluid simulation Jos Stam
ACM SIGGRAPH ’99 Real time fluid simulation Large timestep
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Results
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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
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Results (1/2)
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Results (2/2)
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GPU-based Rendering Use DirectX vertex shader
Papers will be presented later...
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