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Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 3 Overview of Course Content http://www.cs.columbia.edu/~ravir/6160
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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
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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)
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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)
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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)
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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
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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
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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)
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Complex Lighting, Materials (Oct 20) Cabral et al. 99, first use of environment maps and general materials Ramamoorthi 02, frequency domain approach (DEMO)
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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
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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
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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)
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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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