CS 551/651: Advanced Computer Graphics Review for final David Luebke

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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
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