Computer Graphics Seminar MTAT.03.296 Spring 2014 Raimond Tunnel - - PowerPoint PPT Presentation

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Computer Graphics Seminar MTAT.03.296 Spring 2014 Raimond Tunnel - - PowerPoint PPT Presentation

Computer Graphics Seminar MTAT.03.296 Spring 2014 Raimond Tunnel Contact Information Raimond Tunnel jee7@ut.ee Konstantin Tretjakov kt@ut.ee Karl-Aksel Puulman macobo@ut.ee Organizational Information 16 seminars:


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Computer Graphics Seminar

MTAT.03.296 Spring 2014

Raimond Tunnel

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Contact Information

  • Raimond Tunnel – jee7@ut.ee
  • Konstantin Tretjakov – kt@ut.ee
  • Karl-Aksel Puulman – macobo@ut.ee
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Organizational Information

  • 16 seminars:
  • 3 introductory lectures
  • 11 student presentations
  • 2 project demonstrations
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We hope that...

  • 15 seminars

Attendance: 22.5h = 0.85 EAP

  • 1 seminar

Preparation: 16h = 0.6 EAP Conducting: 1.5h = 0.05 EAP

  • Project

Everything: 40h = 1.5 EAP

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... but it may happen that ...

  • 15 seminars

Attendance: 22.5h = 0.85 EAP

  • 1 seminar

Preparation: 56h = 2.1 EAP Conducting: 1.5h = 0.05 EAP

  • Project

Everything: 0h = 0 EAP

I read 3 books and am now a master of the subject. Ain't nobody got time for that...

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What am I even doing here?

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What do I see?

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Regular seminars

  • Listen to your fellow

student's awesome presentation

  • Ask questions, discuss
  • X heads are better than one
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Your seminar

  • Choose an interesting CG topic
  • Make the seminar fun and interactive
  • Present some applications / demos
  • Workshop

vs

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Sidetrack: Gamma correction

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Sidetrack: Gamma correction

GPU Gems 3: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html

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Sidetrack: Bloom effect

Need for Speed: Most Wanted Elephant's Dream Hitman: Absolution

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Back to the main track

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How do I choose a topic?

  • I just gave you two possibilities:
  • Shader effects (like the Bloom effect)
  • Gamma correction
  • Read something and find interesting topics
  • OpenGL's Red Book
  • GPU Gems
  • More "sophisticated" literature
  • Continue on some already discovered theme
  • My example: Procedural tree generation?
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How do I choose a topic?

  • Continue on some already discovered theme
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How to choose a topic?

  • OpenGL ver 3.0 & 3.1
  • Practical
  • Basic topics:
  • Viewing
  • Color
  • Lighting
  • Blending
  • Textures
  • Buffers
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How to choose a topic?

  • Advanced topics:
  • Display lists (perf.)
  • Tessellation
  • Quadrics
  • Evaluators (curves &

surfaces)

  • NURBS
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How do I choose a topic?

  • Covers all topics

already mentioned and more

  • Math heavy, but most
  • f it you should be at

home with

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Claimed topics

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Global illumination techniques

  • Pathtracing
  • Photon mapping
  • Radiosity
  • Ambient occlusion?
  • http://en.wikipedia.org/wiki/Global_illumination

Cornell Box, Little Big Planet 2 engine demo

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Global illumination techniques

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Global illumination techniques

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Realtime realistic rendering

  • Lighting
  • Physics
  • Weather effects
  • Rain
  • Fog
  • Lens flares
  • Water, wetness

R.A.G.E. engine

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Realtime realistic rendering

Max Payne 3, Rockstars Advanced Game Engine + Euphoria human physics engine

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Realtime realistic rendering

Tomb Raider, 2013, TressFX http://www.youtube.com/watch?v=HvHq4JIcneY

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Realtime realistic rendering

Sometimes you don't need every tool in the belt to get a realistic enough result.

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Non-photorealistic rendering (NPR)

Team Fortress 2, 2007

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Non-photorealistic rendering (NPR)

Borderlands, 2009; Borderlands 2, 2011

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Non-photorealistic rendering (NRP)

Antichamber, 2013

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Tessellation

Max Payne 3

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Tessellation

Metro 2033

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Tessellation

  • Vertex processing stage
  • Generates new vertices

based on a patch primitive

  • Part of DirectX 11 pipeline
  • Part of OpenGL core 4

pipeline

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Post-processing effects

  • Applied after the scene has been rendered once
  • Tone-mapping (HDR)
  • Bloom
  • Blur
  • Screen space ambient occlusion (SSAO)
  • ...
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Tone mapping

  • Soft highlights
  • Saturated dark areas

R e i n h a r d + f i l m i c t

  • n

e m a p p i n g

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Tone mapping & SSAO

  • Check out a presentation by John Hable from

Naughty Dog (Uncharted 2, Last of Us):

http://www.gdcvault.com/play/1012459/Uncharted_2__HDR_Lighting

  • Ambient occlusion
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World is a vast and mysterious place!

Mandelbulber, http://krzysztofmarczak.deviantart.com/art/3D-Mandelbrot-1-263702708

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Ok, so I have a topic now...

  • Look for materials
  • Investigate, research
  • Find examples
  • Try it out yourself
  • Present your findings
  • Engage others
  • Discussion
  • Interactive demo
  • Workshop
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What about the project?

  • Interactive demo on the same topic as your

seminar

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What about the project?

  • Advance something you've already done
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What about the project?

  • Do something fun and exciting
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I didn't understand >70% of what you said...

  • Don't worry about it!
  • Pick a topic that suits your knowledge base
  • Your topic may very well be:
  • Rasterization of triangles
  • Comparison of lighting models
  • How to do simple shadows?
  • Raytracing explained
  • etc
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I don't even know where to start!

  • There will be 2 more introductory lectures about

the basics.

  • Check out slides and exercises from Computer

Graphics MTAT.03.015: https://courses.cs.ut.ee/2013/cg/fall

  • Find some online tutorial that seems

managable for you and try it out.

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Questions?

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List of some topics

  • 1. Color blending – What happens when there are transparent objects in your scene?
  • 2. Lighting models – What are the common models? Where and when are they used?
  • 3. Texturing – How can one sample from a texture? What kinds of artefacts may appear?
  • 4. Curves – Why are they important in CG? What about curved surfaces?
  • 5. Global illumination – Pick one or compare different methods: Radiosity, path tracing,

photon mapping.

  • 6. Realtime realistic rendering – Provide an overview of the common methods or pick

some effect (light, wetness, fog, fur / hair) and find out how it's rendered realistically in real time.

  • 7. Non-realistic rendering – Where is it used and how is it achieved? Realtime vs

prerendered?

  • 8. Tessellation – How can this be done in OpenGL 4?
  • 9. Post-processing effects – What effects are there? When and how are they used?
  • 10. Procedural generation – Where and how is it used? How to apply procedural textures

to procedurally generated meshes?