Department of Computer Engineering 3D Graphics in Games and Movies
|
|
- Rosemary Simmons
- 6 years ago
- Views:
Transcription
1 Department of Computer Engineering 3D Graphics in Games and Movies Ulf Assarsson
2 Department of Computer Engineering The screen consists of pixels
3 Department of Computer Engineering 3D-Rendering Objects are often made of triangles x,y,z- coordinate for each vertex Y Why only triangles? X Z
4 Department of Computer Engineering 4D Matrix Multiplication w z y x t s t s t s z z y y x x
5 Y State-of-the-Art Department of Computer Engineering Real-Time Rendering X 2001 Z
6 Department of Computer Engineering Textures One application of texturing is to glue images onto geometrical object + =
7 Department of Computer Engineering Texturing: Glue images onto geometrical objects Purpose: more realism, and this is a cheap way to do it + =
8 Department of Computer Engineering Light computation per triangle light
9 Environment mapping Department of Computer Engineering
10 Department of Computer Engineering Bump mapping by Blinn in 1978 Inexpensive way of simulating wrinkles and bumps on geometry Too expensive to model these geometrically geometry + = Bump map Stores heights: can derive normals Bump mapped geometry
11 Particle System Department of Computer Engineering Particles
12 Image courtesy of BioWare Department of Computer Engineering Shadows More realism and atmosphere Neverwinter Nights
13 Department of Computer Engineering Shadows play an important role for realism
14 Shadow Maps Point not represented in shadow map (point is behind box) Camera s view Light s view (Shadow Map) Tutorial Shadow Algorithms for Real-time Rendering 14
15 Beyond Programmable Shading 15
16 Real time hair rendering Two main challenges Self shadowing Standard shadowing techniques fail Shadow Maps => aliasing at sillhouette edges Shadow Volumes => overdraw proportional to the number of sillhouette edges Hair is ALL sillhouette edges Neither technique handles transparency Transparency Each strand should contribute very little to a pixel (~1%) Hair strands are actually refractive and at least some transparency effect is required Alpha blending works very well to handle this Beyond Programmable Shading 16
17 Draw transparent objects back-to-front Painter s algorithm: sort transparent primitives and render back-to-front. E.g. 30% transparency means objects behind show through by 30%. Beyond Programmable Shading 17
18 Importance of Shadows Images from: Tom Lokovic and Erich Veach, Deep Shadow Maps, pp , Siggraph Beyond Programmable Shading 18
19 Importance of Transparency Hair is sub-pixel sized and transparent, alpha blending is absolutely necessary Without alpha blending With alpha blending Beyond Programmable Shading 19
20 Real time hair rendering The two problems are quite similar For shadows, we want to know how much the hair fragments, in front, blocks the light - Can be solved by sorting For transparency, we need the hair strands sorted in back-tofront order Beyond Programmable Shading 20
21 Results About half a million line segments rendered with 256 Opacity Map slices and approximate alpha sorting at 70 fps (GTX480) Beyond Programmable Shading 21
22 Beyond Programmable Shading 22 Ulf Assarsson 2004
23 Results 46 fps using 400k hair strands (1.8M line segments) Beyond Programmable Shading 23
24 Volumetric Shadows Single Scattering in Participating Media Beyond Programmable Shading 24
25 With courtesy of Illuminate Labs Department of Computer Engineering Photorealism
26 Department of Computer Engineering How making objects appear as belonging to a certain environment? Lamps illuminating our object Photograph of full environment
27 Department of Computer Engineering
28 Department of Computer Engineering
29 Department of Computer Engineering
30 Department of Computer Engineering With courtesy of Dorna Sports: Moto GP2
31 Half Life 2 Department of Computer Engineering
32 Department of Computer Engineering Spherical Harmonics The general solution to Laplace's equation is a linear combination of the spherical harmonic functions multiplied by the coefficients.
33 Department of Computer Engineering Subsurface Scattering Photons go into the surface, and bounce around Standard way Subsurface scattering
34 NVIDIA Skin Department of Computer Engineering
35 Vill du veta mer? Department of Computer Engineering Välkommen till TDA361 Computer Graphics Lp2, 2012
Monday Morning. Graphics Hardware
Monday Morning Department of Computer Engineering Graphics Hardware Ulf Assarsson Skärmen består av massa pixlar 3D-Rendering Objects are often made of triangles x,y,z- coordinate for each vertex Y X Z
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring
More informationReal-Time Hair Rendering on the GPU NVIDIA
Real-Time Hair Rendering on the GPU Sarah Tariq NVIDIA Motivation Academia and the movie industry have been simulating and rendering impressive and realistic hair for a long time We have demonstrated realistic
More informationDeep Opacity Maps. Cem Yuksel and John Keyser Texas A&M University
Deep Opacity Maps Cem Yuksel and John Keyser Texas A&M University Deep Opacity Maps Real-time semi-transparent shadows for hair Outline Previous Work & Motivation Deep Opacity Maps Implementation Results
More informationComputer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping
Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Normal Mapping Store normals in texture
More informationReal-Time Hair Simulation and Rendering on the GPU. Louis Bavoil
Real-Time Hair Simulation and Rendering on the GPU Sarah Tariq Louis Bavoil Results 166 simulated strands 0.99 Million triangles Stationary: 64 fps Moving: 41 fps 8800GTX, 1920x1200, 8XMSAA Results 166
More informationReal-Time Shadows. Computer Graphics. MIT EECS Durand 1
Real-Time Shadows Computer Graphics MIT EECS 6.837 Durand 1 Why are Shadows Important? Depth cue Scene Lighting Realism Contact points 2 Shadows as a Depth Cue source unknown. All rights reserved. This
More informationComputer Graphics 10 - Shadows
Computer Graphics 10 - Shadows Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Shadows Overview Projective shadows Shadow textures Shadow volume Shadow map Soft
More informationInput Nodes. Surface Input. Surface Input Nodal Motion Nodal Displacement Instance Generator Light Flocking
Input Nodes Surface Input Nodal Motion Nodal Displacement Instance Generator Light Flocking The different Input nodes, where they can be found, what their outputs are. Surface Input When editing a surface,
More informationIntroduction to 3D Graphics
Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationReal-Time Universal Capture Facial Animation with GPU Skin Rendering
Real-Time Universal Capture Facial Animation with GPU Skin Rendering Meng Yang mengyang@seas.upenn.edu PROJECT ABSTRACT The project implements the real-time skin rendering algorithm presented in [1], and
More informationTexture mapping. Computer Graphics CSE 167 Lecture 9
Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping
More informationPipeline 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 informationTexturing. Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology
Texturing Slides done bytomas Akenine-Möller and Ulf Assarsson Department of Computer Engineering Chalmers University of Technology 1 Texturing: Glue n-dimensional images onto geometrical objects l Purpose:
More informationShadow Rendering EDA101 Advanced Shading and Rendering
Shadow Rendering EDA101 Advanced Shading and Rendering 2006 Tomas Akenine-Möller 1 Why, oh why? (1) Shadows provide cues about spatial relationships among objects 2006 Tomas Akenine-Möller 2 Why, oh why?
More informationToday. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing
Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2009 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of
More informationGraphics for VEs. Ruth Aylett
Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages
More informationCS4620/5620: 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 informationWednesday, July 24, 13
The Chase Pushing the Limits of Modern Mobile GPU Renaldas Zioma, Unity Technologies Ole Ciliox, Unity Technologies The Chase High-End Mobile Demo Built with off-the-shelf Unity 4.2 The Chase Goals Impressive
More informationRendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker
Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant
More informationCIS 581 Interactive Computer Graphics
CIS 581 Interactive Computer Graphics Instructor: Han-Wei Shen (hwshen@cse.ohio-state.edu) Credit: 4 Class: MWF 2:30 pm 3:18 pm DL 264 Office hours: TuTr 11 am - 12pm DL 789 Web: http://www.cse.ohio-state.edu/~hwshen/581
More informationCIS 581 Interactive Computer Graphics (slides based on Dr. Han-Wei Shen s slides) Requirements. Reference Books. Textbook
CIS 581 Interactive Computer Graphics (slides based on Dr. Han-Wei Shen s slides) Instructor: Rick Parent (parent@cse.osu.edu) Credit: 4 Class: MWF 10:30 11:18 pm DL357 Office hours: MW 11:30 12:18 DL
More informationSpring 2009 Prof. Hyesoon Kim
Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationComputer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)
Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects
More informationCS 464 Review. Review of Computer Graphics for Final Exam
CS 464 Review Review of Computer Graphics for Final Exam Goal: Draw 3D Scenes on Display Device 3D Scene Abstract Model Framebuffer Matrix of Screen Pixels In Computer Graphics: If it looks right then
More informationSpring 2011 Prof. Hyesoon Kim
Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects
More informationShading Shades. Frank Jargstorff. June 1, Abstract
Shading Shades Frank Jargstorff fjargstorff@nvidia.com June 1, 2004 Abstract Procedural material shaders continue to pop up since the advent of fragment programmability. Most of these shaders concentrate
More informationDeep Opacity Maps. Cem Yuksel 1 and John Keyser 2. Department of Computer Science, Texas A&M University 1 2
EUROGRAPHICS 2008 / G. Drettakis and R. Scopigno (Guest Editors) Volume 27 (2008), Number 2 Deep Opacity Maps Cem Yuksel 1 and John Keyser 2 Department of Computer Science, Texas A&M University 1 cem@cemyuksel.com
More informationVolumetric Particle Shadows. Simon Green
Volumetric Particle Shadows Simon Green Abstract This paper describes an easy to implement, high performance method for adding volumetric shadowing to particle systems. It only requires a single 2D shadow
More informationRendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015
Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015 What is rendering? Generating an image from a 3D scene model Ingredients Representation of 3D geometry Specification for camera & lights
More informationToday. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing
Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2010 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of
More informationReview. Stephen J. Guy
Review Stephen J. Guy Overview Pixar short Review last class Review course Area of Graphics Image Processing Rendering Modeling Animation Misc Area of Graphics Image Processing Rendering Modeling Animation
More informationPhotorealism: 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 informationPipeline 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 informationLast Time. Why are Shadows Important? Today. Graphics Pipeline. Clipping. Rasterization. Why are Shadows Important?
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization
More informationShading. Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
Shading Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Overview of today s lecture l A simple most basic real-time lighting model
More informationCSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014
CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2014 Announcements Project 2 due Friday, Oct. 24 th Midterm Exam
More informationComplex Shading Algorithms
Complex Shading Algorithms CPSC 414 Overview So far Rendering Pipeline including recent developments Today Shading algorithms based on the Rendering Pipeline Arbitrary reflection models (BRDFs) Bump mapping
More informationTDA362/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 informationGUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON
Deferred Rendering in Killzone 2 Michal Valient Senior Programmer, Guerrilla Talk Outline Forward & Deferred Rendering Overview G-Buffer Layout Shader Creation Deferred Rendering in Detail Rendering Passes
More informationLecture 1. Computer Graphics and Systems. Tuesday, January 15, 13
Lecture 1 Computer Graphics and Systems What is Computer Graphics? Image Formation Sun Object Figure from Ed Angel,D.Shreiner: Interactive Computer Graphics, 6 th Ed., 2012 Addison Wesley Computer Graphics
More informationCSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:
More informationUlf Assarsson Department of Computer Engineering Chalmers University of Technology
Ulf Assarsson Department of Computer Engineering Chalmers University of Technology Tracing Photons One way to form an image is to follow rays of light from a point source finding which rays enter the lens
More informationLEVEL 1 ANIMATION ACADEMY2010
1 Textures add more realism to an environment and characters. There are many 2D painting programs that can be used to create textures, such as Adobe Photoshop and Corel Painter. Many artists use photographs
More informationStochastic Transparency. Eric Enderton Erik Sintorn Pete Shirley David Luebke
Stochastic Transparency Eric Enderton Erik Sintorn Pete Shirley David Luebke I3D 2010 Order Independent Transparency hair foliage particles windows shadows thereof Standard OIT algorithms Sort primitives
More informationGraphics for VEs. Ruth Aylett
Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation
More informationFor Intuition about Scene Lighting. Today. Limitations of Planar Shadows. Cast Shadows on Planar Surfaces. Shadow/View Duality.
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Graphics Pipeline Clipping Rasterization
More informationBringing Hollywood to Real Time. Abe Wiley 3D Artist 3-D Application Research Group
Bringing Hollywood to Real Time Abe Wiley 3D Artist 3-D Application Research Group Overview > Film Pipeline Overview and compare with Games > The RhinoFX/ATI Relationship > Ruby 1 and 2 The Movies > Breakdown
More informationRecollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows
Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface
More informationShading. Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
Shading Slides by Ulf Assarsson and Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Overview of today s lecture l A simple most basic real-time lighting model
More informationCS451Real-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 informationApplications of Explicit Early-Z Culling
Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of
More informationSynthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons. Abstract. 2. Related studies. 1.
Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons sub047 Abstract BTF has been studied extensively and much progress has been done for measurements, compression
More informationRendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane
Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world
More informationRendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006
Rendering Grass Terrains in Real-Time with Dynamic Lighting Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Goal Rendering millions of grass blades, at any distance, in real-time, with:
More informationCSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015
CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window
More informationReal-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!
Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling
More informationThe Rasterization Pipeline
Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world
More informationToday. Texture mapping in OpenGL. Texture mapping. Basic shaders for texturing. Today. Computergrafik
Computergrafik Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures Matthias Zwicker Universität Bern Herbst 2009 Texture mapping Glue textures (images) onto
More informationPreviously... contour or image rendering in 2D
Volume Rendering Visualisation Lecture 10 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Previously... contour or image rendering in 2D 2D Contour line
More informationSurface Rendering. Surface Rendering
Surface Rendering Surface Rendering Introduce Mapping Methods - Texture Mapping - Environmental Mapping - Bump Mapping Go over strategies for - Forward vs backward mapping 2 1 The Limits of Geometric Modeling
More informationPipeline 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 informationCSE 167: Introduction to Computer Graphics Lecture #7: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015
CSE 167: Introduction to Computer Graphics Lecture #7: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2015 Announcements Thursday in-class: Midterm Can include material
More informationCreating soft shadows
A Hybrid Approach One more shadow algorithm which deserves mention is McCool s clever idea shadow volume reconstruction from depth maps [McCool 2000]. This algorithm is a hybrid of the shadow map and shadow
More informationSingle Scattering in Refractive Media with Triangle Mesh Boundaries
Single Scattering in Refractive Media with Triangle Mesh Boundaries Bruce Walter Shuang Zhao Nicolas Holzschuch Kavita Bala Cornell Univ. Cornell Univ. Grenoble Univ. Cornell Univ. Presented at SIGGRAPH
More informationCS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST
CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable
More informationNVIDIA Case Studies:
NVIDIA Case Studies: OptiX & Image Space Photon Mapping David Luebke NVIDIA Research Beyond Programmable Shading 0 How Far Beyond? The continuum Beyond Programmable Shading Just programmable shading: DX,
More informationDrawing Fast The Graphics Pipeline
Drawing Fast The Graphics Pipeline CS559 Fall 2015 Lecture 9 October 1, 2015 What I was going to say last time How are the ideas we ve learned about implemented in hardware so they are fast. Important:
More informationLast Time. Reading for Today: Graphics Pipeline. Clipping. Rasterization
Last Time Modeling Transformations Illumination (Shading) Real-Time Shadows Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility
More informationEnabling immersive gaming experiences Intro to Ray Tracing
Enabling immersive gaming experiences Intro to Ray Tracing Overview What is Ray Tracing? Why Ray Tracing? PowerVR Wizard Architecture Example Content Unity Hybrid Rendering Demonstration 3 What is Ray
More information8/5/2012. Introduction. Transparency. Anti-Aliasing. Applications. Conclusions. Introduction
Introduction Transparency effects and applications Anti-Aliasing impact in the final image Why combine Transparency with Anti-Aliasing? Marilena Maule João Comba Rafael Torchelsen Rui Bastos UFRGS UFRGS
More informationCS 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 informationOptimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June
Optimizing and Profiling Unity Games for Mobile Platforms Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June 1 Agenda Introduction ARM and the presenter Preliminary knowledge
More informationMattan Erez. The University of Texas at Austin
EE382V: Principles in Computer Architecture Parallelism and Locality Fall 2008 Lecture 10 The Graphics Processing Unit Mattan Erez The University of Texas at Austin Outline What is a GPU? Why should we
More informationComputer Graphics. Bing-Yu Chen National Taiwan University
Computer Graphics Bing-Yu Chen National Taiwan University Introduction The Graphics Process Color Models Triangle Meshes The Rendering Pipeline 1 INPUT What is Computer Graphics? Definition the pictorial
More informationTextures. Texture coordinates. Introduce one more component to geometry
Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles
More informationCMSC427 Shading Intro. Credit: slides from Dr. Zwicker
CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces
More information3D GRAPHICS. design. animate. render
3D GRAPHICS design animate render 3D animation movies Computer Graphics Special effects Computer Graphics Advertising Computer Graphics Games Computer Graphics Simulations & serious games Computer Graphics
More informationShaders. Slide credit to Prof. Zwicker
Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?
More informationTexture. 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 informationCS 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 informationThe 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 informationIntroduction. What s New in This Edition
Introduction Welcome to the fourth edition of the OpenGL SuperBible. For more than ten years, we have striven to provide the world s best introduction to not only OpenGL, but 3D graphics programming in
More informationGPU based particle rendering system for isotropic participating media
Eighth Hungarian Conference on Computer Graphics and Geometry, Budapest, 2016 GPU based particle rendering system for isotropic participating media Bálint Remes, Tamás Umenhoffer and László Szécsi Budapest
More informationSAMPLING AND NOISE. Increasing the number of samples per pixel gives an anti-aliased image which better represents the actual scene.
SAMPLING AND NOISE When generating an image, Mantra must determine a color value for each pixel by examining the scene behind the image plane. Mantra achieves this by sending out a number of rays from
More informationCSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016
CSE 167: Introduction to Computer Graphics Lecture #18: More Effects Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements TA evaluations CAPE Final project blog
More informationReal-Time Shadows. Last Time? Today. Why are Shadows Important? Shadows as a Depth Cue. For Intuition about Scene Lighting
Last Time? Real-Time Shadows Today Why are Shadows Important? Shadows & Soft Shadows in Ray Tracing Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes Why are Shadows Important? Depth
More informationComputer 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 informationThere are many kinds of surface shaders, from those that affect basic surface color, to ones that apply bitmap textures and displacement.
mental ray Overview Mental ray is a powerful renderer which is based on a scene description language. You can use it as a standalone renderer, or even better, integrated with 3D applications. In 3D applications,
More informationTopics 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 informationApplications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research
Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past
More informationA Self-Shadow Algorithm for Dynamic Hair using Density Clustering
Eurographics Symposium on Rendering (24) H. W. Jensen, A. Keller (Editors) A Self-Shadow Algorithm for Dynamic Hair using Density Clustering Tom Mertens Jan Kautz Philippe Bekaert Frank Van Reeth Expertise
More informationConstant-Memory Order-Independent Transparency Techniques
Constant-Memory Order-Independent Transparency Techniques Louis Bavoil lbavoil@nvidia.com Eric Enderton eenderton@nvidia.com Document Change History Version Date Responsible Reason for Change 1 March 14,
More informationComputer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping
Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:
More informationConsider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye
Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference
More informationDEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/
DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/2013-11-04 DEFERRED RENDERING? CONTENTS 1. The traditional approach: Forward rendering 2. Deferred rendering (DR) overview 3. Example uses of DR:
More informationLecture 17: Shadows. Projects. Why Shadows? Shadows. Using the Shadow Map. Shadow Maps. Proposals due today. I will mail out comments
Projects Lecture 17: Shadows Proposals due today I will mail out comments Fall 2004 Kavita Bala Computer Science Cornell University Grading HW 1: will email comments asap Why Shadows? Crucial for spatial
More informationComputer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017
Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/22/2017 Last time o Splines 2 Today o Raytracing o Final Exam: 14:00-15:30, Novermber 29, 2017
More information