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CS361

Week 14 - Friday. CS361. Last time. What did we talk about last time? Non-photorealistic rendering Cel shading Discrete coloring Silhouetting. Questions?. Assignment 5. Project 4. Advances in Graphics Hardware. A look at the history.

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CS361

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  1. Week 14 - Friday CS361

  2. Last time • What did we talk about last time? • Non-photorealistic rendering • Cel shading • Discrete coloring • Silhouetting

  3. Questions?

  4. Assignment 5

  5. Project 4

  6. Advances in Graphics Hardware

  7. A look at the history • The 1980s saw the first dedicated chips for accelerating PC graphics • They specialized in 2D operations • Blitting: making a BLockImage Transfer, essentially copying rectangular chunks of memory • The early 90s saw many chips with specialized 2D functions to accelerate MS Windows • MS developed APIs just for this

  8. History continued • The mid 90s saw the rise of separate 3D accelerators like the Voodoo2 • By the late 90s and early 2000s, the trend was back toward integrating 2D, 3D, and video processing capabilities into one card • Programmable shading arrived with the GeForce3 going to the mid 2000s • Since then, shading programming has gotten more flexible • Stream models allow GPUs to be used for general purpose computation at a massively parallel scale on a single chip

  9. Big names in the field • 3Dfx Interactive was a huge developer in the field until they went bankrupt in 2002 • Bought by Nvidia • Nvidia is a current manufacturer, famous for its GeForce gaming line, Quadro professional products, and Tesla GPGPU processors • AMD bought ATI in 2006 and manufactures the Radeon line of gaming processors, FirePro professional products, and FireStream GPGPU processors as well as general purpose CPUs • Intel is also a major player in GPUs but focuses on a budget models

  10. Semiconductor feature size • Moore's Law has fallen off, but semiconductor features continue to get smaller • Packing more gates into the same size allows for faster speeds and greater parallelism but more heat • Shrinking sizes still drive GPU performance

  11. AMD performance • New 28nm process • Down from 32 and 40nm • Better performance for GPGPU work

  12. New AMD features • Improved anisotropic filtering • Same algorithm, but "better" weights applied to samples • Less shimmer • Improved DirectX 11 tessellation • Lower power consumption • Detects short and long idle states and throttles back GPU

  13. Other AMD innovations • Eyefinity is their multi-screen technology • Up to 6 monitors • CrossFire is their technology for putting 2, 3, or 4 GPUs in a single system to divide the work • HD3D is their technology for supporting 3D monitors

  14. Nvidia features • Adaptive V-Sync to avoid tearing and stuttering • New TXAA anti-aliasing that combines MSAA and a temporal filter • GPU support for PhysX physics engine

  15. Nvidia CUDA • Compute Unified Device Architecture (CUDA) is Nvidia's GPGPU parallel computing platform • Many high performance computing researchers are excited about it • AMD isn't keeping up with CUDA • However, CUDA has a complex programming model • It's intended for non-graphical purposes, but some special applications of image processing and "real time" ray tracing can show up in games

  16. Other Nvidia innovations • Nvidia and AMD keep a close watch on each other • It's not surprising that their innovations are similar • 3D Vision is Nvidia's 3D display technology • Surround and 3D Vision Surround are Nvidia's multiple display technologies • They only support three monitors… but in 3D! • SLI is Nvidia's technology for rendering with 2, 3, or 4 GPUs • Optimus is their power saving technology for laptops

  17. Changes in Video Games

  18. APIs • OSes and languages often provide some 2D APIs • OpenGL is the big name in open source 3D (and 2D) graphics APIs • Glide was a proprietary API based on OpenGL and created by 3Dfx • It had sharp limitations like 16-bit color but was successful because it was simpler and easier to use than OpenGL or DirectX • DirectX is Microsoft's API • XNA is a C# wrapper to DirectX calls

  19. Physics engines • Starting in the mid-2000s, many games have begun to have complex physics simulation engines • Nvidia's PhysX technology is used in the Unreal, Unity 3D, Diesel, and Torque engines • The Havok physics engine is used in the BioShock series, Call of Duty Black Ops, Oblivion and Skyrim, Fallout 3 and New Vegas, Halflife 2 and Portal 1 and 2, and many others • The open source Box2D was used in Angry Birds and Limbo

  20. Money • People make games to make money • Video games generate more revenue than Hollywood movies • In 2009, video games brought in $10.5 billion compared to the $9.4 billion of movies • 99.4 million Wiis • 75.3 million Xbox 360s • 74.3 million PS3s • PC games are a small part of the pie

  21. 8th generation consoles • The Wii U was released in late 2012 • Reviews have been mixed • Playstation 4 is expected late this year • x86 (well, really x64) architecture AMD chip • The Valve Steam Box is probably not going to be out in 2013 • Really just a specialized PC • Microsoft announces its new console on May 21

  22. Games without traditional controllers • The Wii made a big splash with its accelerometer based controls • The PlayStation Move came out years later in an effort to compete • The Xbox Kinect has no contact with the player at all • These forms of interaction as well as Facebook, phone, and other casual gaming outlets have dramatically increased gaming, especially among women

  23. 2D revival? • Phone games like Angry Birds have had great financial success despite being 2D • Some developers have used Kickstarter to fund projects that large studios would not funded • 2D games have received millions of dollars in Kickstarter campaigns • Torment: Tides of Numenera has gotten $4,188,927 • Project Eternity has gotten $4,163,208 • Wasteland 2 has gotten $2,933,252

  24. Current Graphics Research SIGGRAPH 2012

  25. Soft body locomotion • Skeleton based animation has been studied heavily • New research looks at the movement of soft bodies without skeletons • A finite element approach is used

  26. Video-based 3D Motion Capture through Biped Control • Performing motion capture is difficult • Often uses sensors placed all over the body • Or multiple or binocular cameras • New research allows reasonably good motion capture with a single camera based on the constraints of a normal human walking on two feet

  27. Sketch-Based Shape Retrieval • Selecting 3D shapes from a scene or a database requires some technical knowledge or experience with a tool • This research takes a 2D black and white sketch and returns the matching object

  28. Optimization • Decoupling Algorithms from Schedules for Easy Optimization of Image Processing Pipelines • In graphics, easy to read code is often not well-optimized • This research creates a platform for describing the algorithm and the optimization in clean code

  29. Filtering • Research continues in filtering • These researchers claim to do filtering in very high dimensions • I'm not sure what that means • The pictures below use 8D, 5D, and 27D, respectively

  30. DRAPE: DRessing Any PErson • This research works on a method to simulate clothing movement and appearance • Once the clothing movement has been learned, it can be applied to people with different shapes and sizes

  31. Design Preserving Garment Transfer • A similar research project takes patterns used for the clothes of one character and changes them appropriately to fit another

  32. Stitch Meshes for Modeling Knitted Clothing with Yarn-level Detail • Continuing in the clothing theme, these guys automatically create realistic rendering of sweaters • They start with a mesh, apply a stitch pattern to it, and perform several relaxations

  33. Synthesis of Detailed Hand Manipulations Using Contact Sampling • Rather than directly motion capturing hand movements (tricky), they capture the places where the hand makes contact with items • Then, they create physically plausible reconstructions of possible movements • Doing so allows them to randomize the process so that the same motion could look slightly different

  34. Eyecatch: Simulating Visuomotor Coordination for Object Interception • Tracking things with our eyes (and consequently head) is an important part of how we work • By using eye movements as a feature of animation, they can generate more believable responses to events with simulated characters

  35. CrossShade: Shading Concept Sketches Using Cross-Section Curves • Mapping 2D images to 3D objects is hard • This research allows a user to add cross-section curves to guide the reconstruction process

  36. Fabricating Articulated Characters from Skinned Meshes • What if you wanted to turn your 3D (computer) model into a 3D (real) model? • This research turns a skinned mesh into a model that can be created with articulation points and generated with a 3D printer • So you can play with it!

  37. Beady: Interactive Beadwork Design and Construction • Or, if you prefer beads, you can create a 3D model and have a system automatically compute the bead location and wire paths so that you can make a beadwork version of it • It prints instructions you can follow!

  38. Plastic Trees: Interactive Self-Adapting Botanical Tree Models • People have worked a fair bit on modeling trees • This research takes an existing tree model and deforms it to its environment • It approximates biological reactions to space and light constraints

  39. Stochastic Tomographyand its Applications in 3D Imaging of Mixing Fluids • Rendering fluids is difficult, especially different fluids mixing together • These guys have a way to capture the 3D process of fluids mixing

  40. A Probabilistic Model for Component-Based Shape Synthesis • It takes a long time to model things • What if we gave you a few sample things? • This research takes training models and makes variations based on those models • 1267 new airplanes from 100 input models

  41. Fit and Diverse: Set Evolution for Inspiring 3D Shape Galleries • Really, it's more of the same, except that they're making lamps, not planes

  42. Virtual Ray Lights for Rendering Scenes with Participating Media • People continue to work on complex ray tracing methods and how to make them more efficient • This research focuses on ray tracing in media with volumetric scattering • It uses something called "virtual ray lights"

  43. Ghost SPH for Animating Water • Animating fluids is hard • These guys use a Smoothed Particle Hydrodynamics approach for simulating liquid • Their improvement is special "ghost" particles in the air and nearby surface to provide realistic surface tension properties

  44. Versatile Rigid-Fluid Coupling for Incompressible SPH • Another difficulty is modeling the effects of water on rigid objects and vice versa • These guys do some clever sampling of where surfaces interact with the fluid

  45. Animating Bubble Interactions in a Liquid Foam • Or the foam in the liquid might be what you focus on • These guys use weighted Voronoi diagrams to approximate the bubble dynamics • Each frame of 100,000 bubbles can be simulated in about 20 seconds

  46. Eulerian Video Magnification for Revealing Subtle Changes in the World • They want to analyze video for subtle temporal changes that your eyes don't pick up on • They amplify changes in the signal • The example shows the flow of blood to the man's face because of his heart beat

  47. Selectively De-Animating Video • A single frame of video is often blurry • These guys use techniques to remove large scale motions from a single frame, de-blurring it

  48. Structure-aware Synthesis for Predictive Woven Fabric Appearance • This is another paper about rendering woven objects • It uses scanned samples of fabric textures to create volumetric effects

  49. Tailored Displays to Compensate for Visual Aberrations • They're using high resolution displays like iPads to correct vision • You don't have to wear contact lenses or glasses to look at it!

  50. Mass Splitting for Jitter-Free Parallel Rigid Body Simulation • In the area of collision response, people are working to deal with large numbers of collisions in close proximity without weird jittering artifacts • Below: • 5000 boxes coming to rest on an irregular surface, rendered at 60 fps • Fracture simulation • Building destruction in real time

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