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Lista de Disciplinas | CMP249

Advanced Rendering

Professor Responsável: Manuel Menezes de Oliveira Neto
Prerequisites: –
Hours: 60 hs
Credits: 4
Semesters: Second semester
Undergraduate Enrollment: The enrollment must be made as Special Student

SUMMARY

Introduction to programming shaders. Several types of texture mapping: mapping roughness (bump mapping), environment mapping (environment mapping), mapping of reflection (reflection mapping), mapping of relief (relief mapping). Algorithms for generating shadows. Global illumination algorithms.
Ray Tracing. Radiosity. Image-based rendering. Image-based lighting.

OBJECTIVES

Familiarize students with concepts and advanced rendering techniques, providing practical experience in shader programming and implementation of global illumination algorithms and image-based rendering (image-based rendering).

PROGRAM

Part I – Introduction to Programming Textures and Shaders

1. introduction
2. Introduction to Programming Shaders
2.1. FXComposer
2.2. Cg

3. Texture Mapping
3.1. Texture Mapping perspective correct
3.2. Bump Mapping
3.3. Environment Mapping
3.4. Reflection Mapping
3.5. Relief Mapping
3.6. Projective texture
3.7. Polynomial Texture Mapping

4. Shadows
4.1. Shadow Maps
4.2. Projective shadows
4.3. Shadow’s Volumes

Part II – Global Illumination

5. Concepts
5.1. Rendering Equation
5.2. BRDF

6. Ray Tracing
6.1. Algorithm
6.2. Acceleration Techniques

7. Radiosity Method
7.1. concepts
7.2. Form Factors
7.3. Progressive radiosity

Part III – Rendering Based on Images

8. Rendering of Panoramic Images
8.1. Cylindrical Panoramas
8.2. Spherical Panoramas

9. Warping Images (Image Warping)
9.1. Warping Images in 3D (3D Image Warping)
9.2. Textures of relief (Relief textures)

10. Image-Based Lighting Techniques
10.1. Construction of maps with high dynamic range
10.2. Acquiring real environments lighting
10.3. Rendering synthetic objects in real scenes

EVALUATION

At least two practical works throughout the semester, plus a final project. The final result will be the weighted average of the practical works (40%), laboratories (10%), participation (10%) and final project (40%).

The conversion of the weighted average to grades will be as follows:

9.0 <= average <= 10 -> A
7.5 <= average < 9.0 -> B
6.0 <= average < 7.5 -> C
average < 6.0 -> D

Note: Students with frequency less than 75% will FF will be assigned for students with class attendance less than 75%

BIBLIOGRAPHY

• Akenine-Möller, T. and E. Haines Real-Time Rendering, AK Peters 2nd Ed, 2002
• Cohen, M. and J. Wallace. Radiosity and Realistic Image Synthesis. Academic Press, 1993
• Dutra, O., P. Bekaert and K. Bala, Advanced Global Illumination. AK Peters, 2003
• Fernando, R. GPU Gems. Addison-Wesley, 2004
• Fernando, R. and M. Kilgard. The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics, Addison-Wesley, 2002
• Foley, J. et al. Computer Graphics: Principles and Practice, 2nd Edition in C. Addison-Wesley, 1997
• Glassner, A. Principles of Digital Image Synthesis. Vols. 1 and 2. Morgan Kaufmann, 1995
• Heckbert, P. An Introduction to Ray Tracing. Morgan Kaufmann, 1989
• Nvidia. CG Toolkit User’s Manual: A Developer’s Guide to Programmable Graphics, 2002 (http://developer.nvidia.com/Cg)
• SGI. Programming with OpenGL: Advanced Rendering Course. ACM SIGGRAPH 96, Course notes
• Shirley, P. Realistic Ray Tracing, 2nd Ed AK Peters, 2003
• IEEE Computer Graphics and Applications, Special Issue on Image-Based Modeling, Rendering and Lighting. Volume 22, Number 2, March / April 2002
• Oliveira, Manuel M. Image-based Modeling and Rendering Techniques: A Survey. Journal of Theoretical and Applied Computer Science, Number 2, 2002, pp.37-66