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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:


  1. Computer Graphics Seminar MTAT.03.296 Spring 2014 Raimond Tunnel

  2. Contact Information ● Raimond Tunnel – jee7@ut.ee ● Konstantin Tretjakov – kt@ut.ee ● Karl-Aksel Puulman – macobo@ut.ee

  3. Organizational Information ● 16 seminars: ● 3 introductory lectures ● 11 student presentations ● 2 project demonstrations

  4. 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

  5. ... but it may happen that ... ● 15 seminars Attendance: 22.5h = 0.85 EAP I read 3 books and am now a ● 1 seminar master of the subject. Preparation: 56h = 2.1 EAP Conducting: 1.5h = 0.05 EAP ● Project Ain't nobody got time for that... Everything: 0h = 0 EAP

  6. What am I even doing here?

  7. What do I see?

  8. Regular seminars ● Listen to your fellow student's awesome presentation ● Ask questions, discuss ● X heads are better than one

  9. Your seminar ● Choose an interesting CG topic ● Make the seminar fun and interactive ● Present some applications / demos ● Workshop vs

  10. Sidetrack: Gamma correction

  11. Sidetrack: Gamma correction GPU Gems 3: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch24.html

  12. Sidetrack: Bloom effect Need for Speed: Most Wanted Elephant's Dream Hitman: Absolution

  13. Back to the main track

  14. 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?

  15. How do I choose a topic? ● Continue on some already discovered theme

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

  17. How to choose a topic? ● Advanced topics: ● Display lists (perf.) ● Tessellation ● Quadrics ● Evaluators (curves & surfaces) ● NURBS

  18. How do I choose a topic? ● Covers all topics already mentioned and more ● Math heavy, but most of it you should be at home with

  19. Claimed topics

  20. Global illumination techniques ● Pathtracing ● Photon mapping ● Radiosity ● Ambient occlusion? Cornell Box, Little Big Planet 2 engine demo ● http://en.wikipedia.org/wiki/Global_illumination

  21. Global illumination techniques

  22. Global illumination techniques

  23. Realtime realistic rendering ● Lighting ● Physics ● Weather effects ● Rain ● Fog ● Lens flares ● Water, wetness R.A.G.E. engine

  24. Realtime realistic rendering Max Payne 3, Rockstars Advanced Game Engine + Euphoria human physics engine

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

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

  27. Non-photorealistic rendering (NPR) Team Fortress 2, 2007

  28. Non-photorealistic rendering (NPR) Borderlands, 2009; Borderlands 2, 2011

  29. Non-photorealistic rendering (NRP) Antichamber, 2013

  30. Tessellation Max Payne 3

  31. Tessellation Metro 2033

  32. Tessellation ● Vertex processing stage ● Generates new vertices based on a patch primitive ● Part of DirectX 11 pipeline ● Part of OpenGL core 4 pipeline

  33. Post-processing effects ● Applied after the scene has been rendered once ● Tone-mapping (HDR) ● Bloom ● Blur ● Screen space ambient occlusion (SSAO) ● ...

  34. Tone mapping ● Soft highlights R e i n h a r d + f i l m ● Saturated dark areas i c t o n e m a p p i n g

  35. 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

  36. World is a vast and mysterious place! Mandelbulber, http://krzysztofmarczak.deviantart.com/art/3D-Mandelbrot-1-263702708

  37. 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

  38. What about the project? ● Interactive demo on the same topic as your seminar

  39. What about the project? ● Advance something you've already done

  40. What about the project? ● Do something fun and exciting

  41. 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

  42. 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.

  43. Questions?

  44. 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?

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