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DPL2/10/2016
CS 551/651:Final ReviewCS 551/651:Final Review
David LuebkeDavid Luebke
cs551dl@cs.virginia.educs551dl@cs.virginia.edu
http://www.cs.virginia.edu/~cs551dlhttp://www.cs.virginia.edu/~cs551dl
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DPL2/10/2016
AdministriviaAdministrivia
Exercise sign-up sheetExercise sign-up sheet
3-5 PM, May 4-113-5 PM, May 4-11
Course evaluationsCourse evaluations
Assignments graded byMonday, May 10Assignments graded byMonday, May 10
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DPL2/10/2016
Final ExamFinal Exam
Format: in-class, closed-book,closed-note, closed-computer examFormat: in-class, closed-book,closed-note, closed-computer exam
Length: 1-2 hours expected lengthLength: 1-2 hours expected length
Topics: All lectures, all readingTopics: All lectures, all reading
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DPL2/10/2016
RealismRealism
Global vs. local illumination modelsGlobal vs. local illumination models
Ray tracingRay tracing
Principles limitationsPrinciples limitations
OptimizationsOptimizations
Advanced techniquesAdvanced techniques
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DPL2/10/2016
RealismRealism
Antialiasing: theory practiceAntialiasing: theory practice
Frequency domain, Nyquist limit, etc.Frequency domain, Nyquist limit, etc.
Convolution, filters, etc.Convolution, filters, etc.
Sampling strategiesSampling strategies
Antialiasing texture mappingAntialiasing texture mapping
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DPL2/10/2016
RealismRealism
RadiosityRadiosity
Principles limitationsPrinciples limitations
Progressive radiosityProgressive radiosity
Computing form factorsComputing form factors
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DPL2/10/2016
SpeedSpeed
VisibilityVisibility
View-frustum cullingView-frustum culling
Cells portalsCells portals
Airey: ray-castingAirey: ray-casting
Teller: linear programming line-of-signcalculationsTeller: linear programming line-of-signcalculations
Luebke (pfPortals): depth-first adjacencygraph traversal using cull boxesLuebke (pfPortals): depth-first adjacencygraph traversal using cull boxes
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DPL2/10/2016
SpeedSpeed
Visibility continuedVisibility continued
General occlusion cullingGeneral occlusion culling
Hierarchical Z-Buffer: coherence in imagespace, object space, and timeHierarchical Z-Buffer: coherence in imagespace, object space, and time
Hierarchical Occlusion Maps: depth vs.overlap, single-pass occluder selection,using texture hardware to accelerate HOMHierarchical Occlusion Maps: depth vs.overlap, single-pass occluder selection,using texture hardware to accelerate HOM
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DPL2/10/2016
SpeedSpeed
Level of detail mechanismsLevel of detail mechanisms
SamplingSampling
Adaptive subdivisionAdaptive subdivision
DecimationDecimation
Vertex mergingVertex merging
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DPL2/10/2016
SpeedSpeed
LOD criteriaLOD criteria
Geometric vs. perceptualGeometric vs. perceptual
Vertex clustering: importance rankingVertex clustering: importance ranking
CurvatureCurvature
Edge lengthEdge length
Decimation: distance from plane,distance from edgeDecimation: distance from plane,distance from edge
Quadric Error Metric: squared distancefrom all supporting planesQuadric Error Metric: squared distancefrom all supporting planes
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DPL2/10/2016
SpeedSpeed
LOD algorithmsLOD algorithms
Vertex clustering (Rossignac, Low)Vertex clustering (Rossignac, Low)
Decimation (Schroeder)Decimation (Schroeder)
Quadric error metrics (Garland)Quadric error metrics (Garland)
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DPL2/10/2016
SpeedSpeed
Choosing LODsChoosing LODs
Simple metrics (distance, screen size)Simple metrics (distance, screen size)
"Knapsack” approach"Knapsack” approach
Cost (time, polygons)Cost (time, polygons)
Benefit (lots of possible criteria)Benefit (lots of possible criteria)
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DPL2/10/2016
SpeedSpeed
Dynamic LODDynamic LOD
Idea: don’t build LODs in preprocess,build data structure extract LODsIdea: don’t build LODs in preprocess,build data structure extract LODs
Mechanism: reversible vertexclustering/edge collapsingMechanism: reversible vertexclustering/edge collapsing
Structures: vertex tree, active triangle listStructures: vertex tree, active triangle list
Store tris, subtris with nodesStore tris, subtris with nodes
Static vs. dynamic LOD: pros consStatic vs. dynamic LOD: pros cons
View-dependent LOD: pros consView-dependent LOD: pros cons
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DPL2/10/2016
SpeedSpeed
Dynamic LOD continuedDynamic LOD continued
View-dependent LOD criteriaView-dependent LOD criteria
Vertex cluster sizeVertex cluster size
Silhouette preservationSilhouette preservation
Triangle budgetTriangle budget
Optimizations: temporal coherence,asynchronous parallelizationOptimizations: temporal coherence,asynchronous parallelization
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DPL2/10/2016
TopicsTopics
Work we’ve sampled in more detail:Work we’ve sampled in more detail:
Debevec: modeling renderingarchitecture from photographsDebevec: modeling renderingarchitecture from photographs
Zhang: Hierarchical Occlusion MapsZhang: Hierarchical Occlusion Maps
Luebke: View-dependent polygonalsimplificationLuebke: View-dependent polygonalsimplification
Raskar: Image-precision silhouetteedgesRaskar: Image-precision silhouetteedges