Wish there was less content

There are simply too many great things to choose from at Siggraph 2010 and every day is a struggle to narrow it down to only one track at a time.

For instance tomorrow there is a two part course with the title “Advances in Real-Time Rendering in 3D Graphics and games” that covers the entire day. Then there are interesting paper presentations in Boundaries, Edges and Gradients from 9:00-10:30 as well as the Mesh Colors paper in the Textures session and Video tapestries with continuous temporal zoom paper in the Video session both at 10:45-12:15.

There’s also a few interesting talks by NVidia tomorrow which you can find more info on here. It could be interesting to go to the NSight talk 11:00-12:00 to hear a little about what it brings to the GPU programming scene.

At 17:15 there is OpenGL Birds of a feather by Khronos at the Wilshire Grand Hotel you can register here.

Since the paper presentations can be streamed from the ACM digital library after the conference I will probably stick with the course or maybe I will head for a day at the Geek Bar to be able to browse a little of it all.

Look forward to yet another great day at Siggraph

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The geekbar

There is a place at siggraph called “The geekbar”. Its sounds like a place to meet and geek out but that is misleading. What you get at this place live audio and video streams of all running tracks are shown. So if you are in doubt of what to attend or want subparts of many tracks this is really the place to go. I have used it quite alot this year and have grown pretty fond of it. Try it out it is super cool.
geekbar

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Siggraph 2010

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We have a man at Siggraph 2010 and if you want to meet him send him a mail (jens.rimestad (at) alexandra.dk).

Later this week there will come posts with comments and experiences from the conference.

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SSDO

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The final gathering

We are experimenting with cuda photon mapping.

We are experimenting with cuda photon mapping.

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SSDO til LEGO Digital Designer

LEGO Digital Designer er et frit tilgængeligt program til at bygge LEGO-modeller i 3D på en almindelig computer. Konsulentaftalen med Alexandra Instituttet har løbet siden december 2009, og vi har i den forløbne tid implementeret en række teknikker der giver en afgørende bedre realisme i den interaktive grafiske fremstilling af LEGO-klodser.

Avancerede visuelle effekter
Det drejer sig om visuelle effekter som bløde skygger, refleksioner og farveblødning. Disse visuelle fænomener er vigtige for en god forståelse af form, materiale og dybde og hjælper derfor brugeren af programmet til en mere intuitiv byggeoplevelse.

I traditionelle formuleringer er sådanne effekter dog ikke mulige at implementere i et interaktivt produkt som LEGO Digital Designer. De er simpelthen for avancerede og derfor for langsomme at beregne og vise.



Sådan ser Lego Digital Designer ud i dag

Ambient-occlusion
Den problem har vi løst ved at programmere ambient-occlusion (til bløde skygger) samt lokale farvede refleksioner som en post-processeringseffekt i screen-space – også kaldet screen space directional occlusion.
Det betyder at disse effekter beregnes på en grov tilnærmelse af den faktiske 3D-scene, nemlig pixels med dybde. Men effekten er næsten lige så god som den ”ægte” vare – og meget hurtigere.

Én af grundene til at dette kan lade sig gøre er at vi kan udnytte GPU’en til fulde, og at netop dette visuelle fænomen er lavfrekvent og derfor ikke så følsomt over for den type approksimation vi laver.

Her er samme billede med Screen Space Directional Occlusion

Her er samme billede med Screen Space Directional Occlusion

Globale refleksioner
Vi her ydermere programmeret globale refleksioner (både spejl-, glossy og diffuse refleksioner) som en voxel baseret effekt hvor vi simulerer lysets udbredelse efter at det har ramt en overflade første gang (Light Probagation Volumes).

Senest har vi set på hvordan sådanne effekter kan kombineres med højkvalitets anti-aliasing, dvs. at undgå ”hakker” i 3D-grafikken pga. en manglende opløsning på skærmen.


Interaktiv grafik-motor

På sigt ønsker vi at opbygge en interaktiv grafik-motor der kan levere lige så god kvalitet som traditionelle offline algoritmer (raytracing) der simulerer lysets generelle effekter.


Her de ekstra nuancer der er lagt oveni det oprindelige billede: bløde sort-hvide skygger og farverefleksion

Forbedringerne er ikke implementeret i den aktuelle version af LEGO Digital Designer endnu, men vil være tilgængelige i den kommende version af programmet, der forventes udsendt sidst i 2010.

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Ajax model meets bunny

A classic meeting in computer graphics, render time 3 min using CUDA.

A classic meeting in computer graphics, render time 3 min using CUDA.

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Back to sponza

Sponza rendering with glossy reflections, render time 36 secs

Sponza rendering with glossy reflections, render time 36, secs 16*16 samples. resolution: 1024*768

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Light propagation volumes

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This is some of our latest coding, we have been trying to implement a cool technique called Light propagation volumes, that essentially can calculate diffuse and glossy light reflections. and thereby  add some global illumination in form of indirect light to your rendering.

The technique is described in these papers: http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf and the recent paper : http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf

In the video we experiment with glossy reflections by using ray marching in the reflected direction as described in the papers.

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Capital Globe

Capital Globe is a result of our initial exploration of the iphone API. It can be used as a tool to help you learn more about the countries of the world. The capital cities are shown as dots on a globe. By rotating the globe you can shift your focus between different cities and name of the country and capital is displayed along with the flag of the country. A map mode is also available letting you explore each country in more detail. Finally the application lets you browse the Wikipedia entry for each country. Capital Globe is now on the app store.

 

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