CS 551/651: Advanced Computer Graphics Review for final David Luebke 1 7/27/2016 Final Project Final project: Due 5 PM, Thursday May 3 (one week) Design a 3-D game or demo with a partner Grading: Same grade for both partners Graphics, playability, difficulty all factors Bonus: Moderate David Luebke use some concept we’ve talked about success better than spectacular failure 2 7/27/2016 Final Exam Oral final exam: Scheduled for all day Friday, May 4 Sign up for half-hour slots Don’t know location yet Oral exam principles: Depth Written exam: topics set in stone Oral exam: can dig to bottom, then sample different topics Don’t David Luebke versus breadth: a sampling problem be afraid of “I don’t know” That’s the whole point 3 7/27/2016 Final Exam Oral exam strategies: Think aloud Draw on the board Ask for clarifications Ask for hints Not until you need them, of course I generally won’t volunteer them If you just don’t have a clue, say so and move on David Luebke 4 7/27/2016 Final Exam Topics: First half: in depth look at underlying principles and important sub-fields Ray tracing Antialiasing Radiosity LOD David Luebke 5 7/27/2016 Final Exam Topics continued Second half: broader survey of topics Image-based rendering Occlusion culling Collision detection Programmable shading Perceptually driven rendering David Luebke 6 7/27/2016 Big Topics: Overview Ray Tracing Basic ideas: Ray casting Reflection, refraction, shadow rays Accelerating ray tracing: Spatial partitions, hierarchical bounding volumes Shadow cache, light buffer Reordering ray computations David Luebke 7 7/27/2016 Big Topics: Overview Antialiasing: Sampling Basics: Convolution and aliasing Nyquist limit Non-uniform sampling Why does Elvis appear in TV snow? Poisson, Poisson-disc, jitter Tie back to ray tracing: distributed ray tracing Texture antialiasing and MIP mapping David Luebke 8 7/27/2016 Big Topics: Overview Radiosity What problems does it address? Basic assumptions: Closed world Uniformly lit patches Diffuse interreflection Form factors Solving the linear system: shooting vs gathering David Luebke 9 7/27/2016 Big Topics: Overview LOD Basic idea Mechanisms: Vertex merge/edge collapse Decimation Sampling/adaptive subdivision Error metrics Geometric: distance from surface, swept volume, quadric error metrics Perceptual: contrast sensitivity function David Luebke 10 7/27/2016 Big Topics: Overview Occlusion Culling Cells and portals Structure: adjacency graph Mechanisms: ray casting, linear programming, cull box General occlusion culling Hierarchical z-buffer Hierarchical occlusion maps Z-query hardware David Luebke 11 7/27/2016 Review Next: review of individual lectures You pick the order I’ll try to summarize and distill important points David Luebke 12 7/27/2016