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Real-Time High Quality Rendering

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Title: Signal-Theoretic Representations of Appearance Author: Ravi Ramamoorthi Last modified by: Ravi Ramamoorthi Created Date: 2/11/1999 12:43:51 AM – PowerPoint PPT presentation

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Title: Real-Time High Quality Rendering


1
Real-Time High Quality Rendering
  • COMS 6160 Fall 2004, Lecture 1
  • Ravi Ramamoorthi

http//www.cs.columbia.edu/ravir/6160
2
Motivation
  • Today, we create photorealistic computer graphics
  • Complex geometry, realistic lighting, materials,
    shadows
  • Computer-generated movies/special effects
    (difficult to tell real from rendered)
  • But algorithms are very slow (hours to days)

3
Real-Time Rendering
  • Goal is interactive rendering. Critical in many
    apps
  • Games, visualization, computer-aided design,
  • So far, focus on complex geometry
  • Chasm between interactivity, realism

4
Evolution of 3D graphics rendering
  • Interactive 3D graphics pipeline as in OpenGL
  • Earliest SGI machines (Clark 82) to today
  • Most of focus on more geometry, texture mapping
  • Some tweaks for realism (shadow mapping, accum.
    buffer)

SGI Reality Engine 93 (Kurt Akeley)
5
Offline 3D Graphics Rendering
  • Ray tracing, radiosity, photon mapping
  • High realism (global illum, shadows, refraction,
    lighting,..)
  • But historically very slow techniques
  • So, while you and your childrens children are
    waiting for ray tracing to take over the world,
    what do you do in the meantime? Real-Time
    Rendering

Pictures courtesy Henrik Wann Jensen
6
New Trend Acquired Data
  • Image-Based Rendering Real/precomputed images as
    input
  • Also, acquire geometry, lighting, materials from
    real world
  • Easy to obtain or precompute lots of high quality
    data. But how do we represent and reuse this for
    (real-time) rendering?

7
5 years ago
  • High quality rendering ray tracing, global
    illum., image-based rendering (This is what a
    rendering course would cover)
  • Real-Time rendering Interactive 3D geometry with
    simple texture mapping, maybe fake shadows
    (OpenGL, DirectX)
  • Complex environment lighting, real materials
    (velvet, satin, paints), soft shadows, caustics
    often omitted in both
  • No COMS 6160 Realism, interactivity at cross
    purposes

8
Outline of Lecture
  • Background
  • Motivation, effects for high quality real-time
    rendering
  • Recent technological, algorithmic developments
  • Preview of results currently possible
  • Logistics of course

9
High quality real-time rendering
  • Photorealism, not just more polygons
  • Natural lighting, materials, shadows
  • Interiors by architect Frank Gehry. Note
    rich lighting, ranging from localized sources to
    reflections off vast sheets of glass.

10
High quality real-time rendering
  • Photorealism, not just more polygons
  • Natural lighting, materials, shadows
  • Real materials diverse and not easy to
    represent by simple parameteric models. Want to
    support measured reflectance.

Peacock feather
Glass Star (courtesy Intel)
Glass Vase
11
High quality real-time rendering
  • Photorealism, not just more polygons
  • Natural lighting, materials, shadows
  • Natural lighting creates a mix of soft diffuse
    and hard shadows.

small area light, sharp shadows
soft and hard shadows Ng et al. 03
Agrawala et al. 00
12
Demo

13
Applications
  • Entertainment Lighting design
  • Architectural visualization
  • Material design Automobile industry
  • Realistic Video games
  • Electronic commerce

14
Outline of Lecture
  • Background
  • Motivation, effects for high quality real-time
    rendering
  • Recent technological, algorithmic developments
  • Preview of results currently possible
  • Logistics of course

15
5 years ago
  • High quality rendering ray tracing, global
    illum., image-based rendering (This is what a
    rendering course would cover)
  • Real-Time rendering Interactive 3D geometry with
    simple texture mapping, maybe fake shadows
    (OpenGL, DirectX)
  • Complex environment lighting, real materials
    (velvet, satin, paints), soft shadows, caustics
    often omitted in both
  • No COMS 6160 Realism, interactivity at cross
    purposes

16
Today
  • Vast increase in CPU power, modern instrs (SSE,
    SIMD, )
  • Real-time raytracing techniques are possible
  • 4th generation of graphics hardware is
    programmable
  • (First 3 gens were wireframe, shaded, textured)
  • Modern nVidia, ATI cards allow vertex, fragment
    shaders
  • Great deal of current work on acquiring and
    rendering with realistic lighting, materials
    Especially at Columbia
  • Goals of COMS 6160 Understand these new ideas
    for high-quality rendering, and recent literature
    (last 5 years)
  • (This is not a course about real-time rendering
    with complex geometry. It is primarily about
    high quality shading effects)

17
Outline of Lecture
  • Background
  • Motivation, effects for high quality real-time
    rendering
  • Recent technological, algorithmic developments
  • Preview of results currently possible
  • Programmable graphics hardware
  • Precomputation-based methods
  • Interactive RayTracing
  • Logistics of course

18
Programmable Graphics Hardware
  • Nvidia dusk demo http//www.nvidia.com/object/demo
    _dusk.html

19
Precomputation-Based Methods
  • Static geometry
  • Precomputation
  • Real-Time Rendering (relight all-frequency
    effects)
  • Involves sophisticated representations, algorithms

20
Relit Images
Ng, Ramamoorthi, Hanrahan 04
21
Video Real-Time Relighting
Followed by demo with real-time relighting with
caustics
22
Interactive RayTracing
  • Advantages
  • Very complex scenes relatively easy (hierarchical
    bbox)
  • Complex materials and shading for free
  • Easy to add global illumination, specularities
    etc.
  • Disadvantages
  • Hard to access data in memory-coherent way
  • Many samples for complex lighting and materials
  • Global illumination possible but expensive
  • Modern developments Leverage power of modern
    CPUs, develop cache-aware, parallel
    implementations

23
Interactive Ray-Tracing Video
24
Outline of Lecture
  • Background
  • Motivation, effects for high quality real-time
    rendering
  • Recent technological, algorithmic developments
  • Preview of results currently possible
  • Logistics of course

25
Course Goals, Format
  • Goal Background and current research on
    high-quality real-time rendering in computer
    graphics
  • Columbia is one of the best places for this!!
  • Format Alternate lectures, student presentations
    of papers
  • http//www.cs.columbia.edu/ravir/6160/

26
Course Logistics
  • No textbooks. Required readings are papers
    available online (except 2 handouts today)
  • The book Real-Time Rendering (2nd ed) by Moller
    and Haines may be helpful (though we will not
    follow it closely)
  • Office hours before class. My contact info is
    on my webpage http//www.cs.columbia.edu/ravir
  • Counts for PhD elective breadth in graphics/HCI,
    MS elective for vision/graphics, BS elective etc.

27
Requirements
  • Pass-Fail
  • Show up to class regularly
  • Present 2 (maybe 1 if enough people) paper(s)
  • Prefer you do this rather than just sit in
  • Grades
  • Attend class, participate in discussions (10)
  • Present 3 (maybe 2 if enough people) papers (30)
  • Project (60)

28
Project
  • Wide flexibility if related to course. Can be
    done in groups
  • Default Implement (part of) one of papers and
    produce an impressive real-time high quality
    rendering demo
  • See/e-mail me re ideas
  • Best projects will go beyond simple
    implementation (try something new, some
    extensions)
  • Alternative (less desirable) Summary of 3
    papers in an area
  • Best projects will explore links/framework not
    discussed by authors, and suggest future research
    directions

29
Prerequisites
  • Strong interest in graphics, rendering
  • Computer graphics experience (4160)
  • What if lacking prerequisites? Next slide
  • Course will move quickly
  • Covering recent and current active research
  • Some material quite technical
  • Assume some basic knowledge
  • Many topics. Neednt fully follow each one, but
    doing so will be most rewarding.

30
If in doubt/Lack prerequisites
  • Material is deep, not broad
  • May be able to pick up background quickly
  • Course requirements need you to really fully
    understand only one/two areas (topics)
  • But if completely lost, wont be much fun
  • If in doubt, see if you can more or less follow
    some of papers after background reading
  • Ultimately, your call

31
Assignment this week
  • E-mail me (ravir_at_cs)
  • Name, e-mail, status (Senior, PhD etc.)
  • Will you be taking course grades or P/F
  • Background in graphics/any special comments
  • Optional Papers youd like to present FCFS
  • Paper presenters for next week You (may) get a
    one-paper reduction in load
  • Hardware Geometry Engine, Reality-Engine

32
Questions?
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