CS452/552; EE465/505. Finale!

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CS452/552; EE465/505 Finale! 4-23 15

Outline! Non-Photorealistic Rendering! What s Next? Read: Angel, Section 6.11 Nonphotorealistic Shading Color Plate 11 Cartoon-shaded teapot Final Exam: Monday, April 27 th, 3:15 to 6:15, SC162

Goals of Computer Graphics

Non-Photorealistic Rendering

Non-Photorealistic Rendering

Some NPR Categories! Pen-and-Ink illustration Techniques: cross-hatching, outlines, line art, etc.! Painterly rendering Styles: impressionist, expressionist, pointilist, etc.! Cartoons Effects: cartoon shading, distortion, etc.! Technical Characteristics: matte shading, edge lines, etc.! Scientific Methods: splatting, hedgehogs, etc.

Outline! Pen-and-ink Illustrations! Painterly Rendering! Cartoon Shading! Technical Illustrations

Hue

Tone

Pen-and-Ink Illustrations

Pen-and-Ink Illustrations

Rendering Pipeline: Polygonal Surfaces with NPR

Strokes and Stroke Textures! Stroke generated by moving along straight path! Stroke perturbed by Waviness function (straightness) Pressure function (thickness)! Collected in stroke textures Tone dependent Resolution dependent Orientation dependent! How automatic are stroke textures?

Stroke Texture Examples

Stroke Texture Operations

Indication! Selective addition of detail! Difficult to automate! User places detail segments interactively

Indication Example

Rendering Parametric Surfaces

Parametric Surface Example

Hatching + Standard Rendering

Orientable Textures

Orientable Stroke Texture Example

Outline! Pen-and-ink Illustrations! Painterly Rendering! Cartoon Shading! Technical Illustrations

Painterly Rendering! Physical simulation User applies brushstrokes Computer simulates media (paper + ink)! Automatic painting User provides input image or 3D model User specifies painting parameters Computer generates all strokes

Physical Simulation Example

Computer-Generated Watercolor

Fluid Dynamic Simulation

Interactive Painting

Automatic Painting Example https://mrl.nyu.edu/projects/npr/painterly/

Automatic Painting from Images! Start from color image: no 3D information! Paint in resolution-based layers Blur to current resolution Select brush based on current resolution Find area of largest error compared to real image Place stroke Increase resolution and repeat! Layers are painted coarse to fine! Styles controlled by parameters

Layered Painting

Painting Styles! Style determined by parameters Approximation thresholds Brush sizes Curvature filter Blur factor Minimum and maximum stroke lengths Opacity Grid size Color jitter! Encapsulate parameter settings as style

Style Examples

Some Styles! Impressionist No random color, 4 stroke length 16 Brush sized 8, 4, 2; approximation threshold 100! Expressionist Random factor 0.5, 10 stroke length 16 Brush sizes 8, 4, 2; approximation threshold 50! Pointilist Random factor ~0.75, 0 stroke length 0 Brush sizes 4, 2; approximation threshold 100! Not completely convincing to artists (yet?)

Outline! Pen-and-ink Illustrations! Painterly Rendering! Cartoon Shading! Technical Illustrations

Cartoon Shading

Cartoon Shading as Texture Map

Shading Variations

Outline! Pen-and-ink Illustrations! Painterly Rendering! Cartoon Shading! Technical Illustrations

Technical Illustrations

Conventions in Technical Illustrations

Technical Illustration Example

The Future! Smart graphics Design from the user s perspective HCI, AI, Perception! Artistic graphics More tools for the creative artist New styles and ideas

Summary! Beyond photorealism Artistic appeal Technical explanation and illustration Scientific visualization! Use all traditional computer graphics tools! Employ them in novel ways! Have fun!

What we can do now! Create basic 3D web applications can integrate with other HTML5 packages! Work with event-driven input! Use a variety of texture-based methods! Make use of off-screen rendering Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

What we haven t covered! More OpenGL capabilities! Modeling! Alternate renderers! Integration with Web! Where are things going Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

What s in desktop OpenGL! Much more control and many more options Geometry,Tessellation and Compute Shaders Level of Detail (LOD) 1-4 Dimensional Textures Many more texture options! Vertex Array Buffers! Occlusion Queries Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

What should we expect soon in APIs! Movement of more desktop OpenGL features to ES and WebGL! WebCL 1.0 released March 2014! ES 3.0 and ES 3.1! ECMA 6 Script draft (new version of JS)! Many JS variants such as Coffee Script Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

The Players have Changed! Originally hardware and software was dominated by the scientific and CAD communities SGI key for both hardware and software OpenGL developed by SGI! With PCs and graphics cards leadership moved to Microsoft and game users DirectX Video Toaster Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Players Have Changed! Development of GPUs Nvidia, AMD and Intel dominate OpenGL makes a comeback Cg (Nvidia) leads to GLSL Interactive games control direction of hw and sw! Web and smart phones Google, Mozilla, Nokia and others dominate software ARM dominates smart phone chips Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Advanced Topics! Level of Detail (LOD)! Image based rendering! Light field rendering! Ray Tracing! Volume Rendering! Point Clouds! Particle Systems! Information Visualization Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

What about Games?! Need more courses Digital Storytelling Game AI HCI Real-time graphics Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Supercomputing! Fastest supercomputers use GPUs for floating point operations GPGPU OpenCL/WebGL Compute shaders! Low power is a major issue Exascale machine will require 20MW Intel vs ARM? Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015