CSL 859: Advanced Computer Graphics. Dept of Computer Sc. & Engg. IIT Delhi

Size: px
Start display at page:

Download "CSL 859: Advanced Computer Graphics. Dept of Computer Sc. & Engg. IIT Delhi"

Transcription

1 CSL 859: Advanced Computer Graphics Dept of Computer Sc. & Engg. IIT Delhi

2 Point Based Representation Point sampling of Surface Mesh construction, or Mesh-less Often come from laser scanning Or even natural light How do you render How do you peform other processing Visibility, Collision etc. Related concepts: image based representation, particle systems

3 Laser Range Scanning Michaelangelo Project Laser scanners sample points on a 3D shape Often on a grid Large number of samples Most surfaces have a high frequency

4 Point-Based Rendering

5 Surfels [Pfister et al., SIGGRAPH 2000]

6 Sampling Known Objects 3D Rasterization Layered Depth Images Cast rays through the object along each axis Advance ray by regular increments Store pre-filtered texture colors at the points Project the surfel into texture space and filter to get a single color Disk radius >= maximum inter sample distance rk = r0 2 k

7 Filter shape (e.g., Gaussian) is usually circular/spherical We want that shape on screen => ellipse in space EWA Filter = low-pass filter warped reconstruction filter Elliptical Weighted Average Low-Pass Filter Volume

8 Filter shape (e.g., Gaussian) is usually circular/spherical We want that shape on screen => ellipse in space EWA Filter = low-pass filter warped reconstruction filter Elliptical Weighted Average Low-Pass Filter W Volume

9 Filter shape (e.g., Gaussian) is usually circular/spherical We want that shape on screen => ellipse in space EWA Filter = low-pass filter warped reconstruction filter Elliptical Weighted Average Projection Low-Pass Filter W Volume

10 Filter shape (e.g., Gaussian) is usually circular/spherical We want that shape on screen => ellipse in space EWA Filter = low-pass filter warped reconstruction filter Elliptical Weighted Average Projection Low-Pass Filter W Convolution Volume

11 Filter shape (e.g., Gaussian) is usually circular/spherical We want that shape on screen => ellipse in space EWA Filter = low-pass filter warped reconstruction filter Elliptical Weighted Average Projection Low-Pass Filter W Convolution Volume

12 Storing surfels 3 Layered depth images (LDI), one per axis LDI = Images with multiple <depth,color> per pixel Makes a Layered Depth Cube (LDC) Pixel spacing h0 related to expected screen resolution Octree with node = bxb block of pixels Bottom-up construction Make pixel spacing = h0 2 i Filter down each block a) b)

13 Projection View frustum culling Traverse blocks to find the right resolution One surfel per pixel, or n for supersampling i n max = Length of projected block diagonals/b If i n max > filter footprint, traverse children Warp blocks to screen space Fast incremental algorithms [GrossMan & Daly] Only a few operations per surfel fewer than matrix multiplication due to regularity of samples

14 Filling Use Z buffer Each surfel covers an area Project this area orthographically and scan convert Approximate ellipse with a bounding parallelogram Depth varies linearly: surfel normal May have holes (magnification or surfel orientation) Shading: Per-surfel Phong illumination Also incorporates environment/normal maps Reconstruct image by filling holes between projected surfels Apply a filter in screen space Super-sample to improve quality

15 Splatting and Reconstruction

16 QSplat Primary goal is interactive rendering of very large point-data sets Built for the Digital Michelangelo Project [Rusinkiewicz and Levoy, SIGGRAPH 2000]

17 Sphere Trees A hierarchy of spheres, with leaves containing single vertices Each sphere stores center, radius, normal, normal cone width, and color (optional) Tree built the same way one would build a KDtree Median cut method Rendered really large models for the day Focus on memory layout and data quantization

18 Rendering Sphere Trees Start at root Do a visibility test View frustum Also back-face cull based on normal cone Recurse or Draw Recurse based on projected area of sphere with an adapted threshold To draw, use normals for lighting and z-buffer to resolve occlusion

19 Splat Shape Several options Square (OpenGL point ) Circle (triangle fan or texture mapped square) Gaussian (have to do two-pass) Can squash splats depending on viewing angle Sometimes causes holes at silhouettes, can be fixed by bounding squash factor

20 Splat Shape

21 Splat Silhouettes

22 Few Splats

23 Many Splats

24

25 Surface Reconstruction: Cocone p Voronoi cell of p p + pole of p = point in the Voronoi cell farthest from p ε < 0.1 the vector from p to p + is within π/8 of the true surface normal The surface is nearly flat within the cell

26 Surface Reconstruction: Cocone p + p Voronoi cell of p p + pole of p = point in the Voronoi cell farthest from p ε < 0.1 the vector from p to p + is within π/8 of the true surface normal The surface is nearly flat within the cell

27 Surface Reconstruction: Cocone p + p Voronoi cell of p p + pole of p = point in the Voronoi cell farthest from p ε < 0.1 the vector from p to p + is within π/8 of the true surface normal The surface is nearly flat within the cell

28 Surface Reconstruction: Cocone p + p Voronoi cell of p p + pole of p = point in the Voronoi cell farthest from p ε < 0.1 the vector from p to p + is within π/8 of the true surface normal The surface is nearly flat within the cell

29 Surface Reconstruction: Cocone p + p Voronoi cell of p p + pole of p = point in the Voronoi cell farthest from p ε < 0.1 the vector from p to p + is within π/8 of the true surface normal The surface is nearly flat within the cell

30 Sample Reconstructed Surfaces courtesy Tamal Dey, OSU

31 Moving Least Squares For point set P, MLS(P) is a projection operator which maps each point to itself: MLS(P) = {x: ψ(p, x) = x} ψ(p, x): Find a local reference plane at x: p(u,v) Compute local polynomial approximation to surface on the plane: p(u,v)

32 MLS courtesy Luiz Velho

33 Reference domain The local plane: is computed so as to minimize a local weighted sum of squared distances of the points pi to the plane

34

35 Light Field Uniformly sample two planes plane of cameras Many plane-pairs needed Need compression Quantization

36 Light Field Uniformly sample two planes plane of cameras Many plane-pairs needed Need compression Quantization

37 Light Field Uniformly sample two planes plane of cameras Many plane-pairs needed Need compression Quantization

38 Light Field Uniformly sample two planes plane of cameras Many plane-pairs needed Need compression Quantization

39 Rendering For each desired ray: Compute intersection with (u,v) and (s,t) planes Take closest ray Filter from the closest

40 Compression Vector quantization Build a codebook of 4D tiles Each tile an index into the codebook Example: 2x2x2x2 tiles, 16 bit index = 24:1 compression

Point based Rendering

Point based Rendering Point based Rendering CS535 Daniel Aliaga Current Standards Traditionally, graphics has worked with triangles as the rendering primitive Triangles are really just the lowest common denominator for surfaces

More information

CS 563 Advanced Topics in Computer Graphics QSplat. by Matt Maziarz

CS 563 Advanced Topics in Computer Graphics QSplat. by Matt Maziarz CS 563 Advanced Topics in Computer Graphics QSplat by Matt Maziarz Outline Previous work in area Background Overview In-depth look File structure Performance Future Point Rendering To save on setup and

More information

Point-Based Rendering

Point-Based Rendering Point-Based Rendering Kobbelt & Botsch, Computers & Graphics 2004 Surface Splatting (EWA: Elliptic Weighted Averaging) Main Idea Signal Processing Basics Resampling Gaussian Filters Reconstruction Kernels

More information

Deferred Splatting. Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE.

Deferred Splatting. Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE. Deferred Splatting Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE http://www.irit.fr/~gael.guennebaud Plan Complex Scenes: Triangles or Points? High Quality Splatting: Really

More information

Adaptive Point Cloud Rendering

Adaptive Point Cloud Rendering 1 Adaptive Point Cloud Rendering Project Plan Final Group: May13-11 Christopher Jeffers Eric Jensen Joel Rausch Client: Siemens PLM Software Client Contact: Michael Carter Adviser: Simanta Mitra 4/29/13

More information

APPROVAL SHEET. Title of Thesis: HYBRID 3D-MODEL REPRESENTATION THROUGH QUADRIC METRICS AND HARDWARE ACCELERATED POINT-BASED RENDERING

APPROVAL SHEET. Title of Thesis: HYBRID 3D-MODEL REPRESENTATION THROUGH QUADRIC METRICS AND HARDWARE ACCELERATED POINT-BASED RENDERING APPROVAL SHEET Title of Thesis: HYBRID 3D-MODEL REPRESENTATION THROUGH QUADRIC METRICS AND HARDWARE ACCELERATED POINT-BASED RENDERING Name of Candidate: Hanli Ni Master of Science, 2005 Thesis and Abstract

More information

Point Sample Rendering

Point Sample Rendering Point Sample Rendering Efficient Screen Space Approach for HW Accelerated Surfel Rendering VMV03, november 2003 Gaël GUENNEBAUD - Mathias PAULIN IRIT-CNRS-UPS TOULOUSE-FRANCE http://www.irit.fr/recherches/sirv/vis/surfel/index.html

More information

Triangle Rasterization

Triangle Rasterization Triangle Rasterization Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/07/07 1 From last time Lines and planes Culling View frustum culling Back-face culling Occlusion culling

More information

Real-Time Voxelization for Global Illumination

Real-Time Voxelization for Global Illumination Lecture 26: Real-Time Voxelization for Global Illumination Visual Computing Systems Voxelization to regular grid Input: scene triangles Output: surface information at each voxel in 3D grid - Simple case:

More information

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo Hidden-Surface Removal Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm

More information

Hierarchical surface fragments *

Hierarchical surface fragments * Hierarchical surface fragments * HUA Wei**, BAO Hujun, PENG Qunsheng (State Key Laboratory of CAD & CG, Zhejiang University, Hangzhou 310027, China) Abstract A new compact level-of-detail representation,

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Speeding up your game

Speeding up your game Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers (adapted by Marc Levoy from a lecture by Tomas Möller, using material

More information

Computer Graphics Ray Casting. Matthias Teschner

Computer Graphics Ray Casting. Matthias Teschner Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

Pipeline Operations. CS 4620 Lecture 10

Pipeline Operations. CS 4620 Lecture 10 Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

3D Rasterization II COS 426

3D Rasterization II COS 426 3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation

More information

Spatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

Spatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial Data Structures and Speed-Up Techniques Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial data structures What is it? Data structure that organizes

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

Point Based Modelling and Rendering

Point Based Modelling and Rendering Point Based Modelling and Rendering Dissertation Jeremy Campbell ma2jpc@bath.ac.uk BSc (Hons) Mathematics and Computing May 2006 Point Based Modelling and Rendering Submitted by Jeremy Campbell COPYRIGHT

More information

Homework #2. Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves

Homework #2. Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves Computer Graphics Instructor: Brian Curless CSE 457 Spring 2013 Homework #2 Hidden Surfaces, Projections, Shading and Texture, Ray Tracing, and Parametric Curves Assigned: Sunday, May 12 th Due: Thursday,

More information

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates

More information

Computer Graphics. Bing-Yu Chen National Taiwan University

Computer Graphics. Bing-Yu Chen National Taiwan University Computer Graphics Bing-Yu Chen National Taiwan University Visible-Surface Determination Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm Scan-Line Algorithm

More information

Culling. Computer Graphics CSE 167 Lecture 12

Culling. Computer Graphics CSE 167 Lecture 12 Culling Computer Graphics CSE 167 Lecture 12 CSE 167: Computer graphics Culling Definition: selecting from a large quantity In computer graphics: selecting primitives (or batches of primitives) that are

More information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

Accelerating Ray Tracing

Accelerating Ray Tracing Accelerating Ray Tracing Ray Tracing Acceleration Techniques Faster Intersections Fewer Rays Generalized Rays Faster Ray-Object Intersections Object bounding volumes Efficient intersection routines Fewer

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Ray Tracing. Kjetil Babington

Ray Tracing. Kjetil Babington Ray Tracing Kjetil Babington 21.10.2011 1 Introduction What is Ray Tracing? Act of tracing a ray through some scene Not necessarily for rendering Rendering with Ray Tracing Ray Tracing is a global illumination

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

CS 4620 Midterm, March 21, 2017

CS 4620 Midterm, March 21, 2017 CS 460 Midterm, March 1, 017 This 90-minute exam has 4 questions worth a total of 100 points. Use the back of the pages if you need more space. Academic Integrity is expected of all students of Cornell

More information

Computer Graphics. Texture Filtering & Sampling Theory. Hendrik Lensch. Computer Graphics WS07/08 Texturing

Computer Graphics. Texture Filtering & Sampling Theory. Hendrik Lensch. Computer Graphics WS07/08 Texturing Computer Graphics Texture Filtering & Sampling Theory Hendrik Lensch Overview Last time Texture Parameterization Procedural Shading Today Texturing Filtering 2D Texture Mapping Forward mapping Object surface

More information

CSE 167: Introduction to Computer Graphics Lecture #10: View Frustum Culling

CSE 167: Introduction to Computer Graphics Lecture #10: View Frustum Culling CSE 167: Introduction to Computer Graphics Lecture #10: View Frustum Culling Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 4 due tomorrow Project

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Computer Science 426 Midterm 3/11/04, 1:30PM-2:50PM

Computer Science 426 Midterm 3/11/04, 1:30PM-2:50PM NAME: Login name: Computer Science 46 Midterm 3//4, :3PM-:5PM This test is 5 questions, of equal weight. Do all of your work on these pages (use the back for scratch space), giving the answer in the space

More information

Texture Blending to Point Sampled Geometry Jose Luiz Soares Luz, Paulo Cezar Carvalho, Luiz Velho. Technical Report TR Relatório Técnico

Texture Blending to Point Sampled Geometry Jose Luiz Soares Luz, Paulo Cezar Carvalho, Luiz Velho. Technical Report TR Relatório Técnico Laboratório VISGRAF Instituto de Matemática Pura e Aplicada Texture Blending to Point Sampled Geometry Jose Luiz Soares Luz, Paulo Cezar Carvalho, Luiz Velho Technical Report TR-2004-06 Relatório Técnico

More information

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University Ray Tracing III Wen-Chieh (Steve) Lin National Chiao-Tung University Shirley, Fundamentals of Computer Graphics, Chap 10 Doug James CG slides, I-Chen Lin s CG slides Ray-tracing Review For each pixel,

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

More information

Surfels: Surface Elements as Rendering Primitives

Surfels: Surface Elements as Rendering Primitives Surfels: Surface Elements as Rendering Primitives Hanspeter Pfister Λ Matthias Zwicker y Jeroen van Baar Λ Markus Gross y Figure 1: Surfel rendering examples. Abstract Surface elements (surfels) are a

More information

POP: A Hybrid Point and Polygon Rendering System for Large Data

POP: A Hybrid Point and Polygon Rendering System for Large Data POP: A Hybrid Point and Polygon Rendering System for Large Data Baoquan Chen Minh Xuan Nguyen Department of Computer Science and Engineering University of Minnesota at Twin Cities http://www.cs.umn.edu/çbaoquan

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics

More information

Scene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development

Scene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Chap. 5 Scene Management Overview Scene Management vs Rendering This chapter is about rendering

More information

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

COMP 175: Computer Graphics April 11, 2018

COMP 175: Computer Graphics April 11, 2018 Lecture n+1: Recursive Ray Tracer2: Advanced Techniques and Data Structures COMP 175: Computer Graphics April 11, 2018 1/49 Review } Ray Intersect (Assignment 4): questions / comments? } Review of Recursive

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Texture Mapping. Michael Kazhdan ( /467) HB Ch. 14.8,14.9 FvDFH Ch. 16.3, , 16.6

Texture Mapping. Michael Kazhdan ( /467) HB Ch. 14.8,14.9 FvDFH Ch. 16.3, , 16.6 Texture Mapping Michael Kazhdan (61.457/467) HB Ch. 14.8,14.9 FvDFH Ch. 16.3, 16.4.5, 16.6 Textures We know how to go from this to this J. Birn Textures But what about this to this? J. Birn Textures How

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

For each question, indicate whether the statement is true or false by circling T or F, respectively.

For each question, indicate whether the statement is true or false by circling T or F, respectively. True/False For each question, indicate whether the statement is true or false by circling T or F, respectively. 1. (T/F) Rasterization occurs before vertex transformation in the graphics pipeline. 2. (T/F)

More information

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley Spring 2012 Final CS184 - Foundations of Computer Graphics University of California at Berkeley Write your name HERE: Write your login HERE: Closed book. You may not use any notes or printed/electronic

More information

High-Quality Surface Splatting on Today s GPUs

High-Quality Surface Splatting on Today s GPUs High-Quality Surface Splatting on Today s GPUs M. Botsch, A. Hornung, M. Zwicker, L. Kobbelt Presented by Julian Yu-Chung Chen CS594 GPU Programming 2006-03-30 Outline Point Based Rendering Surface splatting

More information

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday Announcements Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday 1 Spatial Data Structures Hierarchical Bounding Volumes Grids Octrees BSP Trees 11/7/02 Speeding Up Computations

More information

Spatial Data Structures

Spatial Data Structures CSCI 420 Computer Graphics Lecture 17 Spatial Data Structures Jernej Barbic University of Southern California Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees [Angel Ch. 8] 1 Ray Tracing Acceleration

More information

Surfels: Surface Elements as Rendering Primitives

Surfels: Surface Elements as Rendering Primitives MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com Surfels: Surface Elements as Rendering Primitives Hanspeter Pfister, Matthias Zwicker, Jeroen vanbaar, Markus Gross TR2000-10 March 2000 Abstract

More information

Image-Based Modeling and Rendering. Image-Based Modeling and Rendering. Final projects IBMR. What we have learnt so far. What IBMR is about

Image-Based Modeling and Rendering. Image-Based Modeling and Rendering. Final projects IBMR. What we have learnt so far. What IBMR is about Image-Based Modeling and Rendering Image-Based Modeling and Rendering MIT EECS 6.837 Frédo Durand and Seth Teller 1 Some slides courtesy of Leonard McMillan, Wojciech Matusik, Byong Mok Oh, Max Chen 2

More information

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates

More information

Splatting (feed-forward) Fill the holes. Process for volume rendering. Footprint Evaluation for Volume Rendering. Feed Backward vs.

Splatting (feed-forward) Fill the holes. Process for volume rendering. Footprint Evaluation for Volume Rendering. Feed Backward vs. Footprint Evaluation for Volume Rendering A Feedforward Approach a.k.a. Process for volume rendering Reconstruct the continuous volume function Shade the continuous function Project this continuous function

More information

Three-Dimensional Shapes

Three-Dimensional Shapes Lesson 11.1 Three-Dimensional Shapes Three-dimensional objects come in different shapes. sphere cone cylinder rectangular prism cube Circle the objects that match the shape name. 1. rectangular prism 2.

More information

Efficient High Quality Rendering of Point Sampled Geometry

Efficient High Quality Rendering of Point Sampled Geometry Thirteenth Eurographics Workshop on Rendering (2002) P. Debevec and S. Gibson (Editors) Efficient High Quality Rendering of Point Sampled Geometry Mario Botsch Andreas Wiratanaya Leif Kobbelt Computer

More information

Point Cloud Filtering using Ray Casting by Eric Jensen 2012 The Basic Methodology

Point Cloud Filtering using Ray Casting by Eric Jensen 2012 The Basic Methodology Point Cloud Filtering using Ray Casting by Eric Jensen 01 The Basic Methodology Ray tracing in standard graphics study is a method of following the path of a photon from the light source to the camera,

More information

CS4620/5620: Lecture 14 Pipeline

CS4620/5620: Lecture 14 Pipeline CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine

More information

Assignment 6: Ray Tracing

Assignment 6: Ray Tracing Assignment 6: Ray Tracing Programming Lab Due: Monday, April 20 (midnight) 1 Introduction Throughout this semester you have written code that manipulated shapes and cameras to prepare a scene for rendering.

More information

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Ray Tracing. Computer Graphics CMU /15-662, Fall 2016

Ray Tracing. Computer Graphics CMU /15-662, Fall 2016 Ray Tracing Computer Graphics CMU 15-462/15-662, Fall 2016 Primitive-partitioning vs. space-partitioning acceleration structures Primitive partitioning (bounding volume hierarchy): partitions node s primitives

More information

2. Give an example of a non-constant function f(x, y) such that the average value of f over is 0.

2. Give an example of a non-constant function f(x, y) such that the average value of f over is 0. Midterm 3 Review Short Answer 2. Give an example of a non-constant function f(x, y) such that the average value of f over is 0. 3. Compute the Riemann sum for the double integral where for the given grid

More information

Deferred Rendering Due: Wednesday November 15 at 10pm

Deferred Rendering Due: Wednesday November 15 at 10pm CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

More information

CSE 167: Introduction to Computer Graphics Lecture #11: Visibility Culling

CSE 167: Introduction to Computer Graphics Lecture #11: Visibility Culling CSE 167: Introduction to Computer Graphics Lecture #11: Visibility Culling Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017 Announcements Project 3 due Monday Nov 13 th at

More information

Accelerated Raytracing

Accelerated Raytracing Accelerated Raytracing Why is Acceleration Important? Vanilla ray tracing is really slow! mxm pixels, kxk supersampling, n primitives, average ray path length of d, l lights, 2 recursive ray casts per

More information

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction

More information

Computer Graphics. Shadows

Computer Graphics. Shadows Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations

More information

Computer Graphics 1. Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2011

Computer Graphics 1. Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2011 Computer Graphics 1 Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in

More information

View-Independent Object-Space Surface Splatting

View-Independent Object-Space Surface Splatting View-Independent Object-Space Surface Splatting Chun-Fa Chang Yung-Feng Chiu Computer Science Department, National Tsing Hua University, Taiwan Wei-zhi Liao Figure 1: Various test models (chameleon, face,

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) April 1, 2003 [Angel 9.10] Frank Pfenning Carnegie

More information

Visibility and Occlusion Culling

Visibility and Occlusion Culling Visibility and Occlusion Culling CS535 Fall 2014 Daniel G. Aliaga Department of Computer Science Purdue University [some slides based on those of Benjamin Mora] Why? To avoid processing geometry that does

More information

Hybrid Rendering for Collaborative, Immersive Virtual Environments

Hybrid Rendering for Collaborative, Immersive Virtual Environments Hybrid Rendering for Collaborative, Immersive Virtual Environments Stephan Würmlin wuermlin@inf.ethz.ch Outline! Rendering techniques GBR, IBR and HR! From images to models! Novel view generation! Putting

More information

Spatial Data Structures

Spatial Data Structures Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster

More information

COMP 175 COMPUTER GRAPHICS. Lecture 11: Recursive Ray Tracer. COMP 175: Computer Graphics April 9, Erik Anderson 11 Recursive Ray Tracer

COMP 175 COMPUTER GRAPHICS. Lecture 11: Recursive Ray Tracer. COMP 175: Computer Graphics April 9, Erik Anderson 11 Recursive Ray Tracer Lecture 11: Recursive Ray Tracer COMP 175: Computer Graphics April 9, 2018 1/40 Note on using Libraries } C++ STL } Does not always have the same performance. } Interface is (mostly) the same, but implementations

More information

Homework #2. Shading, Ray Tracing, and Texture Mapping

Homework #2. Shading, Ray Tracing, and Texture Mapping Computer Graphics Prof. Brian Curless CSE 457 Spring 2000 Homework #2 Shading, Ray Tracing, and Texture Mapping Prepared by: Doug Johnson, Maya Widyasari, and Brian Curless Assigned: Monday, May 8, 2000

More information

Photorealism: Ray Tracing

Photorealism: Ray Tracing Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any

More information

Normal Mapping for Surfel-Based Rendering

Normal Mapping for Surfel-Based Rendering Normal Mapping for Surfel-Based Rering Mathias Holst University of Rostock Albert-Einstein-Str. 21 18059 Rostock, Germany mholst@informatik.uni-rostock.de Heidrun Schumann University of Rostock Albert-Einstein-Str.

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) March 28, 2002 [Angel 8.9] Frank Pfenning Carnegie

More information

Shear-Warp Volume Rendering. Volume Rendering Overview

Shear-Warp Volume Rendering. Volume Rendering Overview Shear-Warp Volume Rendering R. Daniel Bergeron Department of Computer Science University of New Hampshire Durham, NH 03824 From: Lacroute and Levoy, Fast Volume Rendering Using a Shear-Warp- Factorization

More information

Single-Pass High-Quality Splatting

Single-Pass High-Quality Splatting Single-Pass High-Quality Splatting Tilo Ochotta Stefan Hiller Dietmar Saupe Department of Computer and Information Science University of Konstanz, Germany Abstract In this paper, we introduce a novel real-time

More information

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture Texture CS 475 / CS 675 Computer Graphics Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. Lecture 11 : Texture http://en.wikipedia.org/wiki/uv_mapping

More information

CSE 167: Introduction to Computer Graphics Lecture #9: Visibility. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018

CSE 167: Introduction to Computer Graphics Lecture #9: Visibility. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 CSE 167: Introduction to Computer Graphics Lecture #9: Visibility Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2018 Announcements Midterm Scores are on TritonEd Exams to be

More information

Spatial Data Structures

Spatial Data Structures CSCI 480 Computer Graphics Lecture 7 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids BSP Trees [Ch. 0.] March 8, 0 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s/

More information

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner GLOBAL EDITION Interactive Computer Graphics A Top-Down Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionally left blank. Interactive Computer Graphics with WebGL, Global

More information

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture CS 475 / CS 675 Computer Graphics Lecture 11 : Texture Texture Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. http://en.wikipedia.org/wiki/uv_mapping

More information

International Journal of Computer Trends and Technology- volume3issue1-2012

International Journal of Computer Trends and Technology- volume3issue1-2012 A Overview of Point-based Rendering Techniques Mandakini Kaushik, Kapil Kumar Nagwanshi Dr. Lokesh Kumar Sharma M.Tech.(CSE) Scholar, Dept. of CSE, Reader, Dept. of CSE, Head, Dept. of CSE, Rungta College

More information

CS 465 Program 4: Modeller

CS 465 Program 4: Modeller CS 465 Program 4: Modeller out: 30 October 2004 due: 16 November 2004 1 Introduction In this assignment you will work on a simple 3D modelling system that uses simple primitives and curved surfaces organized

More information

Intersection Acceleration

Intersection Acceleration Advanced Computer Graphics Intersection Acceleration Matthias Teschner Computer Science Department University of Freiburg Outline introduction bounding volume hierarchies uniform grids kd-trees octrees

More information

Solid Modeling. Michael Kazhdan ( /657) HB , FvDFH 12.1, 12.2, 12.6, 12.7 Marching Cubes, Lorensen et al.

Solid Modeling. Michael Kazhdan ( /657) HB , FvDFH 12.1, 12.2, 12.6, 12.7 Marching Cubes, Lorensen et al. Solid Modeling Michael Kazhdan (601.457/657) HB 10.15 10.17, 10.22 FvDFH 12.1, 12.2, 12.6, 12.7 Marching Cubes, Lorensen et al. 1987 Announcement OpenGL review session: When: Today @ 9:00 PM Where: Malone

More information

Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering

Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering Liu Ren, CMU; Hanspeter Pfister, MERL;

More information

Advanced 3D-Data Structures

Advanced 3D-Data Structures Advanced 3D-Data Structures Eduard Gröller, Martin Haidacher Institute of Computer Graphics and Algorithms Vienna University of Technology Motivation For different data sources and applications different

More information

Rasterization. MIT EECS Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 1

Rasterization. MIT EECS Frédo Durand and Barb Cutler. MIT EECS 6.837, Cutler and Durand 1 Rasterization MIT EECS 6.837 Frédo Durand and Barb Cutler MIT EECS 6.837, Cutler and Durand 1 Final projects Rest of semester Weekly meetings with TAs Office hours on appointment This week, with TAs Refine

More information

Randomized Point Sampling for Output-Sensitive Rendering of Complex Dynamic Scenes

Randomized Point Sampling for Output-Sensitive Rendering of Complex Dynamic Scenes Randomized Point Sampling for Output-Sensitive Rendering of Complex Dynamic Scenes Michael Wand, Matthias Fischer, Friedhelm Meyer auf der Heide WSI-2000-20 ISSN 0946-3852 November 2000 The same technical

More information

Game Architecture. 2/19/16: Rasterization

Game Architecture. 2/19/16: Rasterization Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world

More information

Direct Rendering of Trimmed NURBS Surfaces

Direct Rendering of Trimmed NURBS Surfaces Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended

More information

Universiteit Leiden Computer Science

Universiteit Leiden Computer Science Universiteit Leiden Computer Science Optimizing octree updates for visibility determination on dynamic scenes Name: Hans Wortel Student-no: 0607940 Date: 28/07/2011 1st supervisor: Dr. Michael Lew 2nd

More information