CS348B: Image Synthesis
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1 Page 1 CS348B: Image Synthesis Goal: How to generate realistic images? Applications Movies Interactive entertainment Industrial design Architecture Showcase products Final Fantasy Cultural heritage Holy Grail: Virtual reality Modeling & Simulating Appearance Models Light and color Light sources Shapes Materials Interfaces: Reflection and texture models Medium: Atmospheric scattering models Cameras Lens and film Simulation Illumination
2 Page 2 History: Geometric Aspects First Transformation/clipping and the graphics pipeline Evans and Sutherland Hidden line and surface algorithms Sutherland, Sproull, Shumacker History: Simple Shading Simple shading and texturing Gouraud interpolating colors Phong interpolating normals Blinn, Catmull, Williams texturing
3 Page 3 History: Optical Aspects Second Reflection and texture models Cook and Torrance BRDF Perlin Procedural textures Cook, Perlin Shading languages Illumination algorithms Whitted Ray tracing Cohen, Goral, Wallace, Greenberg, Torrance Nishita, Nakamae Radiosity Kajiya Rendering equation Lighting
4 Page 4 Lighting Simulation The Rendering Equation Given a scene consisting of geometric primitives with material properties and a set of light sources, compute the illumination at each point on each surface Challenges Primitives complex: lights, materials, shapes Infinite number of light paths How to solve it? Radiosity Finite element Ray tracing Monte Carlo Lighting Example: Cornell Box Hard Shadows Caustics Indirect Illumination Surface Color
5 Page 5 Lighting Example: Diffuse Reflection Surface Color Diffuse Shading Lighting Example: Shadows No Shadows Shadows
6 Page 6 Lighting Example: Soft Shadows Hard Shadows Point Light Source Soft Shadows Area Light Source Radiosity: Indirect Illumination Simulated Program of Computer Graphics Cornell University
7 Page 7 Early Radiosity Early, Early Radiosity Parry Moon and Domina Spencer (MIT), Lighting Design, 1948
8 Page 8 Early Diffuse+Glossy Tribute to Vermeer Program of Computer Graphics, Cornell Lighting Effects: Glossy Materials Hard Shadows Soft Shadows Caustics Indirect Illumination
9 Page 9 Caustics Jensen 1995 Complex Indirect Illumination Mies Courtyard House with Curved Elements Modeling: Stephen Duck; Rendering: Henrik Wann Jensen
10 Page 10 Radiosity: Turing Test Measured Simulated Program of Computer Graphics Cornell University Materials
11 Page 11 Classic Computer Graphics Model Plastic Classic Computer Graphics Model Brushed Copper
12 Page 12 Material Taxonomy RenderMan Plastic Shiny Plastic Rough Metal Shiny Metal Matte From Apodaca and Gritz, Advanced RenderMan Shadows on Rough Surfaces Without self-shadowing With self-shadowing
13 Page 13 Translucency Surface Reflection Subsurface Reflection Water Flows on the Venus
14 Page 14 Patinas A Sense of TIme Virtual Actors: Faces Final Fantasy SquareUSA Jensen, Marschner, Levoy, Hanrahan
15 Page 15 Virtual Actors: Hair Black Brown Coupling Modeling & Rendering Fedkiw, Stam, Jensen 2001
16 Page 16 Clouds and Atmospheric Phenomena Hogum Mountain Sunrise and sunset 7am Modeling: 9am Simon Premoze William Thompson Rendering: Henrik Wann Jensen 6:30pm
17 Page 17 The Everyday World Troy Maxwell-Hanrahan Interdisciplinary Computer science Computational geometry Software engineering Physics Radiometry and light fields Bidirectional reflectance distribution function Radiative transport Mathematics Integral equations Monte Carlo and finite element methods Perception Art
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