CS 428: Fall Introduction to. Realism (overview) Andrew Nealen, Rutgers, /11/2009 1

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1 CS 428: Fall 2009 Introduction to Computer Graphics Realism (overview) 11/11/2009 1

2 Topic overview Image formation and OpenGL Transformations and viewing Polygons and polygon meshes Programmable pipelines Modeling and animation Parametric curves (and surfaces) Procedural modeling Traditional and procedural animation Rendering 11/11/2009 2

3 Topic overview Image formation and OpenGL Transformations and viewing Polygons and polygon meshes Programmable pipelines Modeling and animation Rendering Object space hidden surface removal, bump mapping and other texture tricks Raytracing and radiosity 11/11/2009 3

4 Next few lectures Visibility (a.k.a. hidden surface removal) Object space algorithms: BSP trees, traversal, etc. Illumination and shading (recap, etc.) Bump mapping, shadows, reflection, refraction, antialising, etc. Rendering for realism Raytracing(forward, backward, distributed) Radiosity(gathering, shooting) 11/11/2009 4

5 Methods for realism Ensure properties of images of visual scenes are enforced many categories! Computational models of lighting + illumination (shadows, reflections, caustics) Computational models of surface properties (color, texture, fuzziness, roughness) Geometric representations (surfaces) Behavior (simulation, motion capture) Consistency of scene (global illumination) Interaction (frame rate lag, etc.) 11/11/2009 5

6 Methods for realism Ensure properties of images of visual scenes are enforced many categories! Computational models of lighting + illumination (shadows, reflections, caustics) Computational models of surface properties (color, texture, fuzziness, roughness) Geometric representations (surfaces) Behavior (simulation, motion capture) Consistency of scene (global illumination) Interaction (frame rate lag, etc.) Temporal and spatial anti-aliasing 11/11/2009 6

7 Photorealism 11/11/2009 7

8 Photorealism 11/11/2009 8

9 Photorealism 11/11/2009 9

10 Non-photorealism 11/11/

11 Polygons vs. Smooth surfaces 11/11/

12 Level of detail 11/11/

13 Level of detail 11/11/

14 Texture mapping 11/11/

15 Environment mapping 11/11/

16 Bump mapping 11/11/

17 Image-based rendering 11/11/

18 Motion capture 11/11/

19 Simulation 11/11/

20 Trade-off(s) Lots of computation to do Trade-off(s) Quality vs. computation time Quality vs. [cost, staff of artists, etc.] Quality vs. [insert some resource here] Real-time vs. off-line 11/11/

21 Sweet spot Highly application dependent Special effects Games Virtual reality Computer aided design (CAD) Desired effect non-photorealistic rendering 11/11/

22 (Extreme) visual abstraction 11/11/

23 Uncanny valley Bukimi no tani The uncanny valley. Masahiro Mori /11/

24 Uncanny valley Solved? 11/11/

25 Uncanny valley Solved? 11/11/

26 Uncanny valley State of the art Still images are continuously improving Just a matter of time. Potentially solvable. Problem is exacerbated in human animation Motion capture works for film. Infeasible for physical interaction in games. Much research effort. Potentially solvable. But what about digital interaction? 11/11/

27 Historical development [Rendering.] [Animation.] [Interaction.] 11/11/

28 Uncanny valley of Interaction Currently, meaningful interaction in photorealistic environments is quasi nonexistent. Limited to. Destruction. Shooting. Etc. Notable example. Exploration. Sense-pleasure as a goal is possible. Explicit interaction goals other than the most primitive kind are generally absent. Other Direct interactions? Indirect interactions/simulations? 11/11/

29 Visual interaction Abstraction The Marriage. Rod Humble 11/11/

30 Simulated Reality Abstraction Gravitation. Jason Rohrer 11/11/

31 Realism What is reallies in the eye of the beholder In order of increasing difficulty to get right Still images Animations Interactions No fixed rules It s all simulated anyway, and the sky is the limit 11/11/

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