Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

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Real-Time High Quality Real-Time High Quality Rendering Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi http://www.cs.columbia.edu/~ravir/6160
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Transcript of Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Page 1: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Real-Time High Quality RenderingReal-Time High Quality Rendering

COMS 6160 [Fall 2004], Lecture 1

Ravi Ramamoorthi

http://www.cs.columbia.edu/~ravir/6160

Page 2: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

MotivationMotivation

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)

Page 3: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Real-Time RenderingReal-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

Page 4: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Evolution of 3D graphics renderingEvolution 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)

Page 5: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Offline 3D Graphics RenderingOffline 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 children’s 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

Page 6: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

New Trend: Acquired DataNew 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?

Page 7: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

5 years ago5 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

Page 8: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Outline of LectureOutline of Lecture

Background

Motivation, effects for high quality real-time rendering

Recent technological, algorithmic developments

Preview of results currently possible

Logistics of course

Page 9: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

High quality real-time renderingHigh 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.

Page 10: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

High quality real-time renderingHigh 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.

Glass VaseGlass Star (courtesy Intel) Peacock feather

Page 11: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

High quality real-time renderingHigh quality real-time rendering

Photorealism, not just more polygons

Natural lighting, materials, shadows

Natural lighting creates a mix of soft diffuse and hard shadows.

Agrawala et al. 00small area light, sharp shadows soft and hard shadows

Ng et al. 03

Page 12: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

DemoDemo

Page 13: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

ApplicationsApplications

Entertainment: Lighting design

Architectural visualization

Material design: Automobile industry

Realistic Video games

Electronic commerce

Page 14: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Outline of LectureOutline of Lecture

Background

Motivation, effects for high quality real-time rendering

Recent technological, algorithmic developments

Preview of results currently possible

Logistics of course

Page 15: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

5 years ago5 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

Page 16: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

TodayToday

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)

Page 17: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Outline of LectureOutline 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

Page 18: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Programmable Graphics HardwareProgrammable Graphics Hardware

Nvidia dusk demo http://www.nvidia.com/object/demo_dusk.html

Page 19: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Precomputation-Based MethodsPrecomputation-Based Methods

Static geometry

Precomputation

Real-Time Rendering (relight all-frequency effects)

Involves sophisticated representations, algorithms

Page 20: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Relit ImagesRelit Images

Ng, Ramamoorthi, Hanrahan 04

Page 21: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Video: Real-Time RelightingVideo: Real-Time Relighting

Followed by demo with real-time relighting with caustics

Page 22: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Interactive RayTracingInteractive 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

Page 23: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Interactive Ray-Tracing VideoInteractive Ray-Tracing Video

Page 24: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Outline of LectureOutline of Lecture

Background

Motivation, effects for high quality real-time rendering

Recent technological, algorithmic developments

Preview of results currently possible

Logistics of course

Page 25: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Course Goals, FormatCourse 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/

Page 26: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Course LogisticsCourse 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.

Page 27: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

RequirementsRequirements

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%)

Page 28: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

ProjectProject

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

Page 29: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

PrerequisitesPrerequisites

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. Needn’t fully follow each one, but doing so

will be most rewarding.

Page 30: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

If in doubt/Lack prerequisitesIf 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, won’t be much fun

If in doubt, see if you can more or less follow some of papers after background reading

Ultimately, your call

Page 31: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Assignment this weekAssignment this week

E-mail me (ravir@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 you’d like to present FCFS

Paper presenters for next week [You (may) get a one-paper reduction in load] Hardware: Geometry Engine, Reality-Engine

Page 32: Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 1 Ravi Ramamoorthi ravir/6160.

Questions?Questions?