Hair Rendering and Shading
|
|
|
- Margery Bennett
- 9 years ago
- Views:
Transcription
1 Hair Rendering and Shading Thorsten Scheuermann 3D Application Research Group ATI Research, Inc.
2 Overview Hair rendering technique using polygonal a hair model Shader: Mix of Kajiya-Kay hair shading model Marschner s model presented at SIGGRAPH 2003 Simple approximate depth-sorting scheme Demo 2
3 Hair Rendering Hair is important visually Most humans have hair on their heads Hair is hard: There is a lot of it 100K-150K hair strands on a human head Many different hair styles ~25% of the total render time of Final Fantasy - The Spirits Within was spent on the main character s hair 3
4 Why We Chose a Polygonal Hair Model Lower geometric complexity than line rendering Makes depth sorting faster Integrates well into our art pipeline 4
5 Hair Model Authoring Several layers of patches to approximate volumetric qualities of hair Ambient occlusion to approximate selfshadowing Per vertex 5
6 Hair Model - Textures Base texture Stretched noise Alpha texture should have fully opaque regions Specular shift texture Specular noise texture More on these later 6
7 Hair Lighting: Kajiya-Kay Model Anisotropic strand lighting model Use hair strand tangent (T) instead of normal (N) in lighting equations Assumes hair normal to lie in plane spanned by T and view vector (V) Example: Specular N.H term T L H N dot( N, H ) specularity sin( T, H) specularity 1 dot( T, H) 2 = specularity V 7
8 Hair Lighting: Marschner Model Based on measurements of hair scattering properties Observations Primary specular highlight shifted towards hair tip Secondary specular highlight colored shifted towards hair root Sparkling appearance of secondary highlight Math is complex, we re just trying to match these observations phenomenologically 8
9 Shader Breakdown Vertex Shader Just passes down tangent, normal, view vector, light vector, ambient occlusion term Pixel Shader Diffuse Lighting Kajiya-Kay diffuse term sin(t, L) looks too bright without proper self-shadowing We use a tweaked N.L term Two shifted specular highlights Combining terms 9
10 Shifting Specular Highlights To shift the specular highlight along the length of the hair, we nudge the tangent along the direction of the normal Assuming T is pointing from root to tip: Positive nudge moves highlight towards root Negative nudge moves highlight towards tip Look up shift value from texture to break up uniform look over hair patches T T T N float3 ShiftTangent (float3 T, float3 N, float shift) { float3 shiftedt = T + shift * N; return normalize (shiftedt); } 10
11 Specular Strand Lighting We do strand specular lighting using the halfangle vector Using reflection vector and view vector would make the shader a little more complicated Two highlights with different colors, specular exponents and differently shifted tangents Modulate secondary highlight with noise texture float StrandSpecular (float3 T, float3 V, float3 L, float exponent) { float3 H = normalize(l + V); float dotth = dot(t, H); float sinth = sqrt(1.0 - dotth*dotth); float diratten = smoothstep(-1.0, 0.0, dot(t, H)); return diratten * pow(sinth, exponent); } 11
12 Putting it All Together (Note: external constants are light blue) float4 HairLighting (float3 tangent, float3 normal, float3 lightvec, float3 viewvec, float2 uv, float ambocc) { // shift tangents float shifttex = tex2d (tspecshift, uv) 0.5; float3 t1 = ShiftTangent (tangent, normal, primaryshift + shifttex); float3 t2 = ShiftTangent (tangent, normal, secondaryshift + shifttex); } // diffuse lighting: the lerp shifts the shadow boundary for a softer look float3 diffuse = saturate (lerp (0.25, 1.0, dot(normal, lightvec)); diffuse *= diffusecolor; // specular lighting float3 specular = specularcolor1 * StrandSpecular (t1, viewvec, lightvec, specexp1); // add 2 nd specular term, modulated with noise texture float specmask = tex2d (tspecmask, uv); // approximate sparkles using texture specular += specularcolor2 * specmask * StrandSpecular (t2, vievec, lightvec, specexp2); // final color assembly float4 o; o.rgb = (diffuse + specular) * tex2d (tbase, uv) * lightcolor; o.rgb *= ambocc; // modulate color by ambient occlusion term o.a = tex2d (talpha, uv); // read alpha texture return o; 12
13 Ambient Occlusion Diffuse Term Specular Term Combined 13
14 Approximate Depth Sorting Need to draw in back-to-front order for correct alpha-blending For a head with hair this is very similar to inside to outside Use static index buffer with inside to outside draw order, computed at preprocess time Sort connected components (hair strand patches) instead of individual triangles 14
15 Sorted Hair Rendering Scheme Pass 1 opaque parts Enable alpha test to only pass opaque pixels Disable backface culling Enable Z writes, set Z test to Less Pass 2 transparent back-facing parts Enable alpha test to pass all non-opaque pixels Cull front-facing polygons Disable Z writes, set Z test to Less Pass 3 transparent front-facing parts Enable alpha test to pass all non-opaque pixels Cull back-facing polygons Enable Z writes, set Z test to Less 15
16 Performance Tuning Use early Z culling extensively to save us from running expensive pixel shader Usually half the hair is hidden behind the head Draw head first Early Z culling can t be used when alpha test is enabled! Solution: Prime Z buffer with a very simple shader that uses alpha test Use Z testing instead of alpha testing in subsequent passes for same effect Early Z culling saves considerable fill overhead! 16
17 Optimized Rendering Scheme Pass 1 prime Z buffer Enable alpha test to only pass opaque pixels Disable backface culling Enable Z writes, set Z test to Less Disable color buffer writes Use simple pixel shader that only returns alpha Pass 2 opaque parts Disable backface culling Disable Z writes, set Z test to Equal Pass 3 transparent back-facing parts Cull front-facing polygons Disable Z writes, set Z test to Less Pass 4 transparent front-facing parts Cull back-facing polygons Enable Z writes, set Z test to Less 17
18 Demo 18
19 Pros and Cons Pros: Low geometric complexity Lessens load on vertex engine Makes depth sorting faster Usable on lower-end hardware with simpler shaders or fixed-function pipeline Cons: Sorting scheme assumes little animation in hair model Things like dangling pony tails need to be handled separately Sort geometry at run-time to overcome this Not suitable for all hair styles 19
20 Conclusion Polygonal hair model Hair lighting Simple approximate depth-sorting scheme Optimization Tips 20
21 References J. Kajiya and T. Kay. Rendering fur with three dimensional textures. In SIGGRAPH 89 Conference Proceedings, pp , Stephen R. Marschner, Henrik Wann Jensen, Mike Cammarano, Steve Worley, and Pat Hanrahan, Light Scattering from Human Hair Fibers. In Proceedings of SIGGRAPH SIGGRAPH 2003 Hair Rendering Course Notes 21
INTRODUCTION TO RENDERING TECHNIQUES
INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature
OpenGL Performance Tuning
OpenGL Performance Tuning Evan Hart ATI Pipeline slides courtesy John Spitzer - NVIDIA Overview What to look for in tuning How it relates to the graphics pipeline Modern areas of interest Vertex Buffer
Image Synthesis. Fur Rendering. computer graphics & visualization
Image Synthesis Fur Rendering Motivation Hair & Fur Human hair ~ 100.000 strands Animal fur ~ 6.000.000 strands Real-Time CG Needs Fuzzy Objects Name your favorite things almost all of them are fuzzy!
Image Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg
Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing
Procedural Shaders: A Feature Animation Perspective
Procedural Shaders: A Feature Animation Perspective Hector Yee, Rendering Specialist, PDI/DreamWorks David Hart, Senior FX Developer, PDI/DreamWorks Arcot J. Preetham, Senior Engineer, ATI Research Motivation
Optimizing AAA Games for Mobile Platforms
Optimizing AAA Games for Mobile Platforms Niklas Smedberg Senior Engine Programmer, Epic Games Who Am I A.k.a. Smedis Epic Games, Unreal Engine 15 years in the industry 30 years of programming C64 demo
The Evolution of Computer Graphics. SVP, Content & Technology, NVIDIA
The Evolution of Computer Graphics Tony Tamasi SVP, Content & Technology, NVIDIA Graphics Make great images intricate shapes complex optical effects seamless motion Make them fast invent clever techniques
Shader Model 3.0. Ashu Rege. NVIDIA Developer Technology Group
Shader Model 3.0 Ashu Rege NVIDIA Developer Technology Group Talk Outline Quick Intro GeForce 6 Series (NV4X family) New Vertex Shader Features Vertex Texture Fetch Longer Programs and Dynamic Flow Control
Optimizing Unity Games for Mobile Platforms. Angelo Theodorou Software Engineer Unite 2013, 28 th -30 th August
Optimizing Unity Games for Mobile Platforms Angelo Theodorou Software Engineer Unite 2013, 28 th -30 th August Agenda Introduction The author and ARM Preliminary knowledge Unity Pro, OpenGL ES 3.0 Identify
An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Isn t ray tracing enough? Effects to note in Global Illumination image:
Image Synthesis. Transparency. computer graphics & visualization
Image Synthesis Transparency Inter-Object realism Covers different kinds of interactions between objects Increasing realism in the scene Relationships between objects easier to understand Shadows, Reflections,
Rendering Microgeometry with Volumetric Precomputed Radiance Transfer
Rendering Microgeometry with Volumetric Precomputed Radiance Transfer John Kloetzli February 14, 2006 Although computer graphics hardware has made tremendous advances over the last few years, there are
Introduction to Computer Graphics
Introduction to Computer Graphics Torsten Möller TASC 8021 778-782-2215 [email protected] www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics
Far Cry and DirectX. Carsten Wenzel
Far Cry and DirectX Carsten Wenzel Far Cry uses the latest DX9 features Shader Models 2.x / 3.0 - Except for vertex textures and dynamic flow control Geometry Instancing Floating-point render targets Dynamic
Computer Graphics. Introduction. Computer graphics. What is computer graphics? Yung-Yu Chuang
Introduction Computer Graphics Instructor: Yung-Yu Chuang ( 莊 永 裕 ) E-mail: [email protected] Office: CSIE 527 Grading: a MatchMove project Computer Science ce & Information o Technolog og Yung-Yu Chuang
Computer Applications in Textile Engineering. Computer Applications in Textile Engineering
3. Computer Graphics Sungmin Kim http://latam.jnu.ac.kr Computer Graphics Definition Introduction Research field related to the activities that includes graphics as input and output Importance Interactive
Non-Photorealistic Rendering of Hair for Animated Cartoons
Non-Photorealistic Rendering of Hair for Animated Cartoons Martin Côté Pierre-Marc Jodoin Charles Donohue Victor Ostromoukhov Department of Computer Science and Operations Research Université de Montréal
Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,
Silverlight for Windows Embedded Graphics and Rendering Pipeline 1
Silverlight for Windows Embedded Graphics and Rendering Pipeline 1 Silverlight for Windows Embedded Graphics and Rendering Pipeline Windows Embedded Compact 7 Technical Article Writers: David Franklin,
CSE 564: Visualization. GPU Programming (First Steps) GPU Generations. Klaus Mueller. Computer Science Department Stony Brook University
GPU Generations CSE 564: Visualization GPU Programming (First Steps) Klaus Mueller Computer Science Department Stony Brook University For the labs, 4th generation is desirable Graphics Hardware Pipeline
Computer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping. Lecture 15 Taku Komura
Computer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping Lecture 15 Taku Komura In the previous lectures We did ray tracing and radiosity Ray tracing is good to render specular
GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series. By: Binesh Tuladhar Clay Smith
GPU(Graphics Processing Unit) with a Focus on Nvidia GeForce 6 Series By: Binesh Tuladhar Clay Smith Overview History of GPU s GPU Definition Classical Graphics Pipeline Geforce 6 Series Architecture Vertex
Lezione 4: Grafica 3D*(II)
Lezione 4: Grafica 3D*(II) Informatica Multimediale Docente: Umberto Castellani *I lucidi sono tratti da una lezione di Maura Melotti ([email protected]) RENDERING Rendering What is rendering? Rendering
Computer-Generated Photorealistic Hair
Computer-Generated Photorealistic Hair Alice J. Lin Department of Computer Science, University of Kentucky, Lexington, KY 40506, USA [email protected] Abstract This paper presents an efficient method for
Volume Rendering on Mobile Devices. Mika Pesonen
Volume Rendering on Mobile Devices Mika Pesonen University of Tampere School of Information Sciences Computer Science M.Sc. Thesis Supervisor: Martti Juhola June 2015 i University of Tampere School of
Modern Graphics Engine Design. Sim Dietrich NVIDIA Corporation [email protected]
Modern Graphics Engine Design Sim Dietrich NVIDIA Corporation [email protected] Overview Modern Engine Features Modern Engine Challenges Scene Management Culling & Batching Geometry Management Collision
Recent Advances and Future Trends in Graphics Hardware. Michael Doggett Architect November 23, 2005
Recent Advances and Future Trends in Graphics Hardware Michael Doggett Architect November 23, 2005 Overview XBOX360 GPU : Xenos Rendering performance GPU architecture Unified shader Memory Export Texture/Vertex
Advances in Real-Time Skin Rendering
Advances in Real-Time Skin Rendering Natalya Tatarchuk ATI Research Overview Subsurface scattering simulation Texture Space Lighting Irradiance Gradients Precomputed Radiance Transfer Additional tricks
A Short Introduction to Computer Graphics
A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical
Introduction Week 1, Lecture 1
CS 430/536 Computer Graphics I Introduction Week 1, Lecture 1 David Breen, William Regli and Maxim Peysakhov Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel University
Making natural looking Volumetric Clouds In Blender 2.48a
I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D
NVPRO-PIPELINE A RESEARCH RENDERING PIPELINE MARKUS TAVENRATH [email protected] SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA
NVPRO-PIPELINE A RESEARCH RENDERING PIPELINE MARKUS TAVENRATH [email protected] SENIOR DEVELOPER TECHNOLOGY ENGINEER, NVIDIA GFLOPS 3500 3000 NVPRO-PIPELINE Peak Double Precision FLOPS GPU perf improved
Deferred Shading & Screen Space Effects
Deferred Shading & Screen Space Effects State of the Art Rendering Techniques used in the 3D Games Industry Sebastian Lehmann 11. Februar 2014 FREESTYLE PROJECT GRAPHICS PROGRAMMING LAB CHAIR OF COMPUTER
Water Flow in. Alex Vlachos, Valve July 28, 2010
Water Flow in Alex Vlachos, Valve July 28, 2010 Outline Goals & Technical Constraints How Artists Create Flow Maps Flowing Normal Maps in Left 4 Dead 2 Flowing Color Maps in Portal 2 Left 4 Dead 2 Goals
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam [email protected] Mike Bailey [email protected] San Diego Supercomputer Center University of California San Diego Abstract With
Renderman on Film Combining CG & Live Action using Renderman with examples from Stuart Little 2
1 Renderman on Film Combining CG & Live Action using Renderman with examples from Stuart Little 2 Rob Bredow Sony Pictures Imageworks [email protected] Abstract We present a complete (albeit brief) summary
How To Understand The Power Of Unity 3D (Pro) And The Power Behind It (Pro/Pro)
Optimizing Unity Games for Mobile Platforms Angelo Theodorou Software Engineer Brains Eden, 28 th June 2013 Agenda Introduction The author ARM Ltd. What do you need to have What do you need to know Identify
Maya 2014 Still Life Part 1 Texturing & Lighting
Maya 2014 Still Life Part 1 Texturing & Lighting Realistic lighting and texturing is the key to photorealism in your 3D renders. Objects and scenes with relatively simple geometry can look amazing with
GPU Shading and Rendering: Introduction & Graphics Hardware
GPU Shading and Rendering: Introduction & Graphics Hardware Marc Olano Computer Science and Electrical Engineering University of Maryland, Baltimore County SIGGRAPH 2005 Schedule Shading Technolgy 8:30
Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007
Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Questions 2007 INSTRUCTIONS: Answer all questions. Spend approximately 1 minute per mark. Question 1 30 Marks Total
Plug-in Software Developer Kit (SDK)
Updated February 2, 2012 2 modo 601 Plug-in Development Kit for PC and Mac The modo 601 Plug-in Software Development Kit provides a set of Application Programming Interfaces (APIs) and numerous source
Dhiren Bhatia Carnegie Mellon University
Dhiren Bhatia Carnegie Mellon University University Course Evaluations available online Please Fill! December 4 : In-class final exam Held during class time All students expected to give final this date
COMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies
COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 175-01, Fall 2009 Meetings: TR 1:30-2:45pm Instructor: Sara Su ([email protected]) TA: Matt Menke
Computer Graphics Hardware An Overview
Computer Graphics Hardware An Overview Graphics System Monitor Input devices CPU/Memory GPU Raster Graphics System Raster: An array of picture elements Based on raster-scan TV technology The screen (and
Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias
1 YEAR 3D ANIMATION Illusion is the first of all pleasures Oscar Wilde Our One-Year 3D Animation Program is a comprehensive training in 3D using Alias Oscar Winning software, Maya, the industry standard
Approval Sheet. Interactive Illumination Using Large Sets of Point Lights
Approval Sheet Title of Thesis: Interactive Illumination Using Large Sets of Point Lights Name of Candidate: Joshua David Barczak Master of Science, 2006 Thesis and Abstract Approved: Marc Olano Assistant
Cartoon-Looking Rendering of 3D-Scenes
Cartoon-Looking Rendering of 3D-Scenes Philippe Decaudin 1 Research Report INRIA #2919 June 1996 Abstract We present a rendering algorithm that produces images with the appearance of a traditional cartoon
CAUSTICS are complex patterns of shimmering
SCHOOL OF ENGINEERING AND COMPUTER SCIENCE, UNIVERSITY OF CENTRAL FLORIDA, CS TR 50-07 1 Caustics Mapping: An Image-space Technique for Real-time Caustics Musawir Shah, Sumanta Pattanaik Abstract In this
Computer Graphics CS 543 Lecture 12 (Part 1) Curves. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics CS 54 Lecture 1 (Part 1) Curves Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) So Far Dealt with straight lines and flat surfaces Real world objects include
Computer Animation: Art, Science and Criticism
Computer Animation: Art, Science and Criticism Tom Ellman Harry Roseman Lecture 12 Ambient Light Emits two types of light: Directional light, coming from a single point Contributes to diffuse shading.
Outline. srgb DX9, DX10, XBox 360. Tone Mapping. Motion Blur
Outline srgb DX9, DX10, XBox 360 Tone Mapping Motion Blur srgb Outline srgb & gamma review Alpha Blending: DX9 vs. DX10 & XBox 360 srgb curve: PC vs. XBox 360 srgb Review Terminology: Color textures are
Silhouette Extraction Bruce Gooch, University of Utah
Lecture #2, Component #1 INTERPRETING FORM Silhouette Extraction Bruce Gooch, University of Utah Abstract In computer graphics, silhouette finding and rendering has a central role in a growing number of
3 hours One paper 70 Marks. Areas of Learning Theory
GRAPHIC DESIGN CODE NO. 071 Class XII DESIGN OF THE QUESTION PAPER 3 hours One paper 70 Marks Section-wise Weightage of the Theory Areas of Learning Theory Section A (Reader) Section B Application of Design
Visualizing Data: Scalable Interactivity
Visualizing Data: Scalable Interactivity The best data visualizations illustrate hidden information and structure contained in a data set. As access to large data sets has grown, so has the need for interactive
CUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS
ICCVG 2002 Zakopane, 25-29 Sept. 2002 Rafal Mantiuk (1,2), Sumanta Pattanaik (1), Karol Myszkowski (3) (1) University of Central Florida, USA, (2) Technical University of Szczecin, Poland, (3) Max- Planck-Institut
COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010
COMP-557: Fundamentals of Computer Graphics McGill University, Fall 2010 Class times 2:25 PM - 3:55 PM Mondays and Wednesdays Lecture room Trottier Building 2120 Instructor Paul Kry, [email protected] Course
The RADIANCE Lighting Simulation and Rendering System
The RADIANCE Lighting Simulation and Rendering System Written by Gregory J. Ward Lighting Group Building Technologies Program Lawrence Berkeley Laboratory COMPUTER GRAPHICS Proceedings, Annual Conference
Materials in NX Render
Materials in NX Render Overview Where materials are stored in NX Render Internal material definition and the NX interface Material types and their characteristics Material components Colour Pattern Reflectance
First, let me do a super fast introduction,
1 (Trailer) Today, I would like to talk about the art style of our latest title GuiltyGear Xrd. Why did we choose this art style? What made it so hard to fake 2d in 3d? How did we accomplish it? What made
High Dynamic Range and other Fun Shader Tricks. Simon Green
High Dynamic Range and other Fun Shader Tricks Simon Green Demo Group Motto If you can t make it good, make it big. If you can t make it big, make it shiny. Overview The OpenGL vertex program and texture
Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy
Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy Claus SCHEIBLAUER 1 / Michael PREGESBAUER 2 1 Institute of Computer Graphics and Algorithms, Vienna University of Technology, Austria
Cork Education and Training Board. Programme Module for. 3 Dimensional Computer Graphics. Leading to. Level 5 FETAC
Cork Education and Training Board Programme Module for 3 Dimensional Computer Graphics Leading to Level 5 FETAC 3 Dimensional Computer Graphics 5N5029 3 Dimensional Computer Graphics 5N5029 1 Version 3
CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics
2 Lecture Outline Animation 1 of 3: Basics, Keyframing Sample Exam Review William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre
A.R.I.S.E. Architectural Real-time Interactive Showing Environment. Supervisor: Scott Chase
A.R.I.S.E Architectural Real-time Interactive Showing Environment Supervisor: Scott Chase Kasper Grande, Nina T. Hansen Kasper J. Knutzen, Anders Kokholm Long T. Truong Contents A Unity 2 A.1 Unity in
NVIDIA Material Definition Language 1.1
NVIDIA Material Definition Language 1.1 Technical Introduction Document version 1.0 12 May 2014 NVIDIA Advanced Rendering Center Fasanenstraße 81 10623 Berlin phone +49.30.315.99.70 fax +49.30.315.99.733
Lighting & Rendering in Maya: Lights and Shadows
Lighting & Rendering in Maya: Lights and Shadows with Jeremy Birn 3dRender.com 1. Introduction: Light and Color 12:09 Keywords: Maya Spot Lights, hardware preview of lights, High Quality Rendering, real-time
3D Modelling in Blender Based on Polygonal Data
3D Modelling in Blender Based on Polygonal Data James Ribe MSCS Department St. Olaf College 1500 St. Olaf Ave Northfield, MN 55438 [email protected] Alora Killian MSCS Department St. Olaf College 1500 St.
REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS
REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS Tommy Jensen, Mikkel S. Andersen, Claus B. Madsen Laboratory for Computer Vision and Media
2: Introducing image synthesis. Some orientation how did we get here? Graphics system architecture Overview of OpenGL / GLU / GLUT
COMP27112 Computer Graphics and Image Processing 2: Introducing image synthesis [email protected] 1 Introduction In these notes we ll cover: Some orientation how did we get here? Graphics system
Path Tracing. Michael Doggett Department of Computer Science Lund university. 2012 Michael Doggett
Path Tracing Michael Doggett Department of Computer Science Lund university 2012 Michael Doggett Outline Light transport notation Radiometry - Measuring light Illumination Rendering Equation Monte Carlo
Scan-Line Fill. Scan-Line Algorithm. Sort by scan line Fill each span vertex order generated by vertex list
Scan-Line Fill Can also fill by maintaining a data structure of all intersections of polygons with scan lines Sort by scan line Fill each span vertex order generated by vertex list desired order Scan-Line
Overview Motivation and applications Challenges. Dynamic Volume Computation and Visualization on the GPU. GPU feature requests Conclusions
Module 4: Beyond Static Scalar Fields Dynamic Volume Computation and Visualization on the GPU Visualization and Computer Graphics Group University of California, Davis Overview Motivation and applications
Shadows. Shadows. Thanks to: Frédo Durand and Seth Teller MIT. Realism Depth cue
Shadows Thanks to: Frédo Durand and Seth Teller MIT 1 Shadows Realism Depth cue 2 1 Shadows as depth cue 3 Spatial relationship between objects Michael McCool Univ of Waterloo 4 2 Spatial relationship
Software Virtual Textures
Software Virtual Textures J.M.P. van Waveren February 25th, 2012 2012, Id Software LLC, a Zenimax Media company. Abstract Modern simulations increasingly require the display of very large, uniquely textured
Monte Carlo Path Tracing
HELSINKI UNIVERSITY OF TECHNOLOGY 16.4.2002 Telecommunications Software and Multimedia Laboratory Tik-111.500 Seminar on Computer Graphics Spring 2002: Advanced Rendering Techniques Monte Carlo Path Tracing
SkillsUSA 2014 Contest Projects 3-D Visualization and Animation
SkillsUSA Contest Projects 3-D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before
GPU-Driven Rendering Pipelines
SIGGRAPH 2015: Advances in Real-Time Rendering in Games GPU-Driven Rendering Pipelines Ulrich Haar, Lead Programmer 3D, Ubisoft Montreal Sebastian Aaltonen, Senior Lead Programmer, RedLynx a Ubisoft Studio
Advanced Rendering for Engineering & Styling
Advanced Rendering for Engineering & Styling Prof. B.Brüderlin Brüderlin,, M Heyer 3Dinteractive GmbH & TU-Ilmenau, Germany SGI VizDays 2005, Rüsselsheim Demands in Engineering & Styling Engineering: :
Glass coloured glass may pick up on scan. Top right of screen tabs: these tabs will relocate lost windows.
Artec 3D scanner Instructions for Medium Handheld (MH) Scanner Scanning Conditions: Objects/surfaces that don t scan well: Black or shiny objects and objects with sharp edges or points, hair, glass, transparent
GPU Architecture. Michael Doggett ATI
GPU Architecture Michael Doggett ATI GPU Architecture RADEON X1800/X1900 Microsoft s XBOX360 Xenos GPU GPU research areas ATI - Driving the Visual Experience Everywhere Products from cell phones to super
PRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING. PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16
PRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16 Table of contents Under construction PLMCC, JSS Academy of Technical Education,
Activity Set 4. Trainer Guide
Geometry and Measurement of Solid Figures Activity Set 4 Trainer Guide Mid_SGe_04_TG Copyright by the McGraw-Hill Companies McGraw-Hill Professional Development GEOMETRY AND MEASUREMENT OF SOLID FIGURES
Dynamic Resolution Rendering
Dynamic Resolution Rendering Doug Binks Introduction The resolution selection screen has been one of the defining aspects of PC gaming since the birth of games. In this whitepaper and the accompanying
Vertex and fragment programs
Vertex and fragment programs Jon Hjelmervik email: [email protected] 1 Fixed function transform and lighting Each vertex is treated separately Affine transformation transforms the vertex by matrix multiplication
IT 386: 3D Modeling and Animation. Review Sheet. Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course
IT 386: 3D Modeling and Animation Review Sheet Sources: Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course Notes from CannedMushrooms on YouTube Notes from Digital Tutors tutorial
3D Computer Games History and Technology
3D Computer Games History and Technology VRVis Research Center http://www.vrvis.at Lecture Outline Overview of the last 10-15 15 years A look at seminal 3D computer games Most important techniques employed
Course Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.
CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s13/ Administrative Issues Modeling Animation
Data Parallel Computing on Graphics Hardware. Ian Buck Stanford University
Data Parallel Computing on Graphics Hardware Ian Buck Stanford University Brook General purpose Streaming language DARPA Polymorphous Computing Architectures Stanford - Smart Memories UT Austin - TRIPS
Rally Sport Racing Game: CodeName Space Racer
Rally Sport Racing Game: CodeName Space Racer - An evaluation of techniques used when developing a marketable 3D game Sebastian Almlöf (Chalmers) Ludvig Gjälby (Chalmers) Markus Pettersson (Chalmers) Gustav
Hardware design for ray tracing
Hardware design for ray tracing Jae-sung Yoon Introduction Realtime ray tracing performance has recently been achieved even on single CPU. [Wald et al. 2001, 2002, 2004] However, higher resolutions, complex
B2.53-R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions.
B2.53-R3: COMPUTER GRAPHICS NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions. 2. PART ONE is to be answered in the TEAR-OFF ANSWER
The 3D rendering pipeline (our version for this class)
The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization
Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping
Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping Paul Debevec, Yizhou Yu, and George Borshukov Univeristy of California at Berkeley [email protected] Abstract. This
