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Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 3 Overview of Course Content

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Presentation on theme: "Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 3 Overview of Course Content"— Presentation transcript:

1 Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 3 Overview of Course Content http://www.cs.columbia.edu/~ravir/6160

2 To Do  By tomorrow midnight, e-mail me ordered list of (at least) 4 papers for presentation  Papers will be assigned on a first-come first-served basis  If you don’t respond, you will be assigned and have to do papers randomly (including possibly next week)  Start thinking about your projects (for those on grades). Project descriptions required in 2 weeks. A good idea is to choose to present papers relating to your intended project.  This brief lecture previews the papers/topics in the course

3 3 basic themes  (Programmable) graphics hardware  Precomputation-based methods  Interactive ray-tracing/global illumination  Some overlap between these (e.g. algorithmic improvements based on precomputation, followed by hardware rendering)

4 Outline of papers/topics covered  Graphics hardware  Classic papers (today)  Programmability/tricks for high-quality rendering (next)  General programmable shading systems (Sep 29)  Shadow mapping (lecture Oct 6, papers Oct 13)  Precomputation-based methods  General environment mapping (complex lighting) (Oct 20)  Factored BRDF representations (Oct 27)  General precomputation-based methods (Nov 3, 10)  Interactive ray-tracing/global illumination (Nov 17, Dec 1)

5 High Quality Hardware Shading (next)  Heidrich 99, one of first papers. Hardware tricks (before current programmable graphics; in standard OpenGL)  Purcell et al. 02, map ray tracing to standard programmable hardware scanline pipeline  Lindholm et al. 01, first nVidia vertex shaders (GeForce 3)

6 General Programmable Shading (29)  First programmable shading systems for hardware  Peercy et al. 00: Multipass OpenGL implementation of RenderMan (OpenGL as general SIMD machine)  Proudfoot et al. 01: Multiple computation frequencies (precursor to vertex, fragment shaders)  Mark et al. 03: Describes nVidia’s Cg: one of first commercial high-level shading languages for programmable hardware

7 Shadow Mapping (Oct 13)  Classic technique to add complex curved shadows  Williams 78, oldest paper we discuss in course  Many recent extensions for programmable hardware  Soft shadows: Agrawala 00  Complex geometry like hair: Lokovic and Veach 00  Adaptive techniques: Fernando 01, Stamminger 02, Sen 03

8 Outline of papers/topics covered  Graphics hardware  Classic papers (today)  Programmability/tricks for high-quality rendering (next)  General programmable shading systems (Sep 29)  Shadow mapping (lecture Oct 6, papers Oct 13)  Precomputation-based methods  General environment mapping (complex lighting) (Oct 20)  Factored BRDF representations (Oct 27)  General precomputation-based methods (Nov 3, 10)  Interactive ray-tracing/global illumination (Nov 17, Dec 1)

9 Complex Lighting, Materials (Oct 20)  Cabral et al. 99, first use of environment maps and general materials  Ramamoorthi 02, frequency domain approach (DEMO)

10 Factored Texture Maps (Oct 27)  Many high-dimensional functions (BRDFs, Light Fields) can be factored into lower-dimensional 2D textures for hardware  Mccool 01, BRDFs  Latta 02, Environment maps with general materials  Chen et al. 02, Surface light fields

11 Precomputed Transfer (Nov 10,17)  Precompute on static scenes, followed by real-time relighting, changing view. Can capture most complex shading effects.  Sloan et al. 02,03: Low-frequency SH, compression  Ng et al. 03, 04: Wavelets all-frequency, relight, view change  Sloan 04, Wang 04: Factored BRDFs all-frequency relighting

12 Outline of papers/topics covered  Graphics hardware  Classic papers (today)  Programmability/tricks for high-quality rendering (next)  General programmable shading systems (Sep 29)  Shadow mapping (lecture Oct 6, papers Oct 13)  Precomputation-based methods  General environment mapping (complex lighting) (Oct 20)  Factored BRDF representations (Oct 27)  General precomputation-based methods (Nov 3, 10)  Interactive ray-tracing/global illumination (Nov 17, Dec 1)

13 Interactive Global Illumination  Eurographics STAR report reviews state of the art  Two recent papers  Tole et al. 02, dynamic scenes  Bala et al. 03, combining edges and points


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