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Published byJemima Lindsey Modified over 9 years ago
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Bridging the Gap to the Real Wojciech Matusik Adobe Systems, Inc.
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Computer Graphics: Past, Present, Future Goal of this Talk –Look at Trends –Extrapolate –New Challenges Disclaimer: My personal (very biased) view I have not even taken a cg course. Time Milestones
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Time Milestones Computer Graphics: Past, Present, Future Goal of this Talk –Look at Trends –Extrapolate –New Challenges Disclaimer: I will present my own biased view.
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A Simulation to Generate Images or Videos Simulation Lights Shading Motion Geometry
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Traditional Computer Graphics Simulation Lights Shading Motion Geometry Components –Hand Modeled –Procedurally Defined –Analytical Formulas Courtesy of Wikimedia
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Traditional Computer Graphics: Geometry Simulation Lights Shading Motion Geometry axiom = F production rule F -> FF-[-F+F+F]+[+F-F-F] L-Systems Fractals Perlin Noise, Hypertextures Courtesy of Wikimedia Courtesy of Ken Perlin Courtesy of Wikimedia
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Traditional Computer Graphics: Lights Simulation Lights Shading Motion Geometry Directional Point Spot Courtesy of Wikimedia
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Traditional Computer Graphics: Shading Simulation Lights Shading Motion Geometry Cook’s Shade Trees Phong Blinn-Phong Cook-Torrance Courtesy of Rob Cook
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Traditional Computer Graphics: Animation Simulation Lights Shading Motion Geometry Animation Controllers Keyframing Courtesy of Jessica Hodgins
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Traditional Computer Graphics Real World Lights, Geometry, Shading, Motion, Simulations Editing and User Input Computer Graphics
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Data-driven Computer Graphics: 90s - now Real World Lights, Geometry, Shading, Motion, Simulations Input Devices Progress in development of sensors Cheap storage and computation power for data processing
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Data-driven Computer Graphics: Geometry Simulation Lights Shading Motion Geometry 3D Scanning Courtesy of Marc Levoy
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Data-driven Computer Graphics: Lights Simulation Lights Shading Motion Geometry Environment Mapping HDR Imaging Courtesy of Paul DebevecCourtesy of Wikimedia
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Data-driven Computer Graphics: Shading Simulation Lights Shading Motion Geometry Measured Appearance Courtesy of Kristin Dana Courtesy of Wikimedia
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Data-driven Computer Graphics: Animation Simulation Lights Shading Motion Geometry Motion Capture Courtesy of Wikimedia
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Data-driven Computer Graphics Real World Lights, Geometry, Shading, Motion, Simulations Input Devices
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Data-driven Modeling and Editing Real World Lights, Geometry, Shading, Motion, Simulations Input Devices Editing and User Input
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Data-driven Modeling and Editing: Geometry Simulation Lights Shading Motion Geometry Modeling by Example, 2004 Funkhouser et al.
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Data-driven Modeling and Editing: Lights Simulation Lights Shading Motion Geometry Skyfinder : Attribute-based Sky Image Search, 2009 Tao et al.
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Data-driven Modeling and Editing: Shading Simulation Lights Shading Motion Geometry Data-driven Reflectance Model, 2003 Matusik et al.
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Data-driven Modeling and Editing: Animation Simulation Lights Shading Motion Geometry Motion Graphs, 2002 Kovar et al., Lee et al., Arikan & Forsyth
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Data-driven Computer Graphics: 90s - now Real World Representations Abstractions Simulations Input Devices Editing and User Input
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Computer Graphics: Future Real World Representations Abstractions Simulations Input Devices Editing and User Input
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Shape Capture, Modeling, and Fabrication Real Object 3D Model 3D Scanning 3D Printing Output User Edits Courtesy of Wikimedia
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Motion Capture, Modeling, and Robotics Human Motion Motion Model Mocap Controller Design Humanoid Robot User Edits Courtesy of Wikimedia
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Light Field Capture, Modeling, and Display 3D Scene Light Field Camera Array Autostereoscopic Display Light Out User Edits Courtesy of M.Levoy Courtesy of F. Durand
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Appearance Capture, Modeling, and Fabrication Real Material Data-driven Model Measurement Fabrication Output User Edits
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Challenges: Output Mapping Data Abstraction Device Capabilities Device Capabilities Data Abstraction
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Output Mapping Examples –Gamut Mapping –Tone Mapping –Image Retargeting Courtesy of Wikimedia Courtesy of Shai Avidan Courtesy of Wikimedia
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Different Phenomena –Reflectance, Scattering, Deformations, Motion Rules –Linear vs. Perceptually-Based –Global vs. Local Generalized Output Mapping Algorithms
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Complex aggregates from base materials with known properties Future Printers, Displays, and Output Devices
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Future Output Devices Future Printers, Displays, and Output Devices Data-driven Representations and Abstractions Output Mapping
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Computer Graphics: Closing the Loop Real World Representations Abstractions Simulations Input Devices Editing and User Input
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My Vision Statement The future of Computer Graphics and Interactive Techniques lies in novel input and output devices that operate in real- world environments and are accessible to everyone.
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