CS395/495: Advanced Computer Graphics Overview—Eight Big Ideas Jack Tumblin [email protected] I hope that you: •Looked at book & website •Want to stay in this class (change before Friday!) •Participate! Ask Questions! Get Inspired … 8 Topics: You Choose 2 • Class Presentation on a selected paper – Must choose topic area by Monday – 1-3 brave volunteers needed for next week • Write Broad Survey Paper --OR-Write, Demo Programming Project – Feb 4: reference list due (survey paper) –or-1-2 page proposal due (projects) – Mar 13: Paper or Project Demo due. • CS495: (Graduate) two topic surveys – Feb 18: 1st survey paper due – Mar 13: 2nd survey (or project) due 8 Topics SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR #1 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Shape representation The problem: – We need to make pictures of things. – What data structures describe shape? (some are tough for polygons—hair, smoke, water, cloth, peach, fuzz, The solutions… Parametric surfaces The idea: – The scene is a collection of patches. – Patch = curved, continuous. polynomial of u,v • parameters (u,v) vary across surface • point on surface: (x(u,v), y(u,v), z(u,v)) – Manipulate the patches w/ control pts. Critique: – Nice user control, no faceting, succinct. – Accurate rendering was slow (less true now) – LOD control is tough... Parametrics: Utah, Erlangen, Pixar Points The idea: – A whole bunch of 3D points only **No connectivity, no edges, no faces** – Each with associated colors, normals. – We fill in the gaps with some “blurring”. Critique: – With hierarchy, can render big things. – What about surface mappings? Points: QSplat Stanford: Rusinkiewicz & Levoy Volumes The idea: – The scene is a 3D image. – Pixels become voxels. Critique: – Nice for medical data, transparency. – Data size huge: 1003 = one million! Volumes: Univ. Stuttgart Many Others… Implicit surfaces Nice for fluids, topology-changing Constructive solid geometry Used in engineering: cut(), union(), diff()... Procedural modeling shape is result of a computed function Natural things: clouds, fire, plants #2 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Image-Space Techniques • ‘Image’==A 2D map of light intensities from a lens • ‘Digital Image’==a 2D grid of numbers (pixels) • PROBLEMS: – What is between all those points? – How can I use images to make other images GOAL: – More Flexibility; let me do more than just display! ‘Digital’ Images: 2D Grid of Numbers • NO intrinsic meaning, but ... • Widely assumed to represent (!weasel-word!) – Point Samples of a “smoothed” 2D intensity surface – Uniform sampling pattern (but not always) Image-Space Techniques • • • • • GOAL: More flexibility! Compositing /Matte: cut-and-paste, transparency , the ‘digital optical bench’ … Warp: image as a ‘rubber sheet’, you can cut, stretch, and change at will Compositing / Environment Matte (Pixar`84) (Salesin99…) Texture Synthesis/elaboration Video Texture(Schodl 2000) Polynomial Texture Map (Malzburg2001) Image-Space Techniques • GOAL: More flexibility! Compositing / Environment Matte (Pixar`84) (Salesin99…) Image-Space Techniques • GOAL: More flexibility! Texture Synthesis/elaboration Efros98, Wei/Levoy99, Ashikhmin2000, Video Texture(Schodl 2000), Input Sample Synthesized Result Image-Space Techniques • Warp: image as a ‘rubber sheet’, you can cut, stretch, and change at will http://www.cs.rochester.edu/ u/kyros/Courses/ ECE102/lecture-3-web/sld018.htm .http://www.cs.uu.nl/~martijn/Applets/warp.html #3 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Surface mappings The problem: – We need more detail on our shapes. – But our shapes are already complex. The solutions… Procedural mappings The idea: – Like texture mapping, except: – The RGB value is f(u,v), not an image. Critique: – Very succinct, new possibilities. – Until recently, no hardware support. – Hard to “model” procedures. Procedural mappings: Perlin Bump mapping The idea: – A kind of procedural mapping – Adds fine “bumpiness” to the surface Critique: – Works as advertised. – Until recently, no hardware support. Bump mapping: NVidia Many Others… Environment mapping Nice for mirrored surfaces Light mapping Cheat to get global illumination Displacement Maps Add little bits of geometry to surface #4 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Global Illumination Or ‘Physically Accurate Rendering’ • PROBLEM: – ‘CG looks a bit weird, & needs lots of tweaking… – Not Predictive: can’t compute light meter #s • Solutions: – ‘Pixel Drawing’ Rendering from 1st principles; – Science: fundamental optical principles, invariants – Serious Math & Algorithms work... Global Illumination ??Basic Physics!? Why isn’t this solved already? – Endlessly Bouncing Light: • Radiance Field is 5-D • The Rendering Equation (+ the math makes it look more scary than it is) – REAL Materials are complex, and largely unmeasured • BRDF alone is 4D, ‘spiky’, interesting • But Light scatters WITHIN materials too! – Computational Complexity—cleverness req’d… (naïve solutions are exponential time: O(eN)) Global Illumination Surface Properties: Why Phong shading is not enough: Real surfaces are much more complicated! Specular effects, self-shadowing, refraction, interreflection, BRDF... Global Illumination • Seminal Papers: Kajiya, Goral, Hanrahan, Cohen, Rushmeier, … • Excellent Freeware Solution: Greg Wards’ RADIANCE Aside • 1st graphics sub-area to struggle for relevance – (Why bother when light maps/ multitexturing on my $200 video card looks great in real time?) • Opinion: soon other areas will hit tough scrutiny #5 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Shape manipulation The problem: – Want adjust our shapes; wiggle, twist, simplify. BUT – Don’t want to redo all our modeling again. The solutions… Model simplification The idea: – It should look the same, but… – It should have fewer primitives. Critique: – In general, it works! – Only limited user control. – Surface mappings poorly handled. Simplification: Watson Surface fitting Surface fitting: Find surface from a cloud of points Example Hoppe ‘94 1 13,000 points 3 2 3D Morphing Change shape A to shape B (Turk/O’Brien99) #6 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Light Fields & Approximations PROBLEM: – Prompt rendering dull, inaccurate result. – Poor tradeoff of interaction vs. rendering realism. Can’t we do more than movies? GOAL: – Capture ALL the light leaving an object – Fast sort, re-display allows interaction. Light Fields & Approximations An Inspired Observation: (at an informal ‘bull session’ at SIGGRAPH`94: Levoy, Hanrahan, Rushmeier, Cohen, others…) • ‘Sphere of Cameras’ records all rays • Any image outside bubble == subset of rays … ‘Scene’ causes Light Field Light Fields & Approximations • . Light field: holds all outgoing light rays Shape, Position, Movement, Emitted Light BRDF, Texture, Scattering Reflected, Scattered, Light … … Scene modulates outgoing light; light field captures it all. Light Fields & Approximations .http://graphics.stanford.edu/projects/lightfield/ http://www.intel.com/research/mrl/research/lfm/ Light Fields & Approximations Recent: Try to separate illumination from surface properties in the light-field data. Univ. of Washington SIGGRAPH 2000 #7 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Non-photorealism The problem: – Reality / Photos are too narrow • skips drawing, painting, illustrations, etc. – Let’s make broader classes of artificial renderings! The solutions… Painterly approaches The idea: – Make the image look like it’s painted. Critique: – Works well from image or model. – What about Picasso? – How interactive is it? Painterly NPR Sketching approaches The idea: – Make the image look like it’s drawn. Critique: – Works well from image or model. – Can we add imperfection? Sketching NPR Toon approaches The idea: – Make the image look like it’s a cartoon. Critique: – For games, hardware support is key. – Is it there? Toon NPR #8 SCHEDULED ORDER STILL UNKNOWN! • • • • • • • • Shape Representation 2D Image-Space Techniques Surface Mappings Global Illumination and Light Transport Shape Manipulation Light Fields and Approximations Non-Photorealistic Rendering (NPR) Model Acquisition and IBMR Model Acquisition & IBMR PROBLEM: • Geometric modeling is tedious, slow, expensive • Most modeled objects exist already; • 3D laser scanning, etc. is expensive, finicky, difficult • Geom. Models almost never look as good as photos Meanwhile: prices fall, speed & capacity rise for Digital Cameras, Displays, Memory, Desktop PCs… ! Lets use cameras to eliminate the tedium ! Model Acquisition & IBMR Panorama Stitching... Model Acquisition & IBMR How does photo change with lighting direction? (Malzbender,2000: Polynomial Texture Maps )) Model Acquisition & IBMR How does photo change with lighting direction? (Malzbender,2000: Polynomial Texture Maps) Ordinary Photo Computed Specular Highlight PTM Reconstruction PTM + Highlight Model Acquisition & IBMR • GOAL 1: Generalize Photography: – Get MORE than light; – Estimate shape, texture, reflectance, lighting, … – A Re-thinking of pointwise 3-D scanning… • GOAL 2: Generalize Image Viewing: – Interactive, movable viewpoint – ‘Reprojection: re-use already-rendered image parts
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