CMP249 - Advanced Rendering

Federal University of the Rio Grande do Sul

Institute of Informatics

Graduate Program in Computer Science

Professor: Manuel Menezes de Oliveira Neto, Ph.D.

Student: Giovane Roslindo Kuhn

(home)

Gouraud Shading (class)

Done: Aug-28-06

Per-vertex phong lighting implementation using GPU. It was implemented in eye-space and world-space. They have the same results.

Download source code


Phong Shading (homework)

Request: Aug-28-06 Done: Aug-29-06

Per-pixel phong lighting implementation using GPU. Three implementations were made: eye-space, world-space and interpolating normal-light-half vectors. They have the same results.


Reflection Map (homework)

Request: Sep-04-06 Done: Sep-04-06

Reflection map implemented in GPU using cube map. It was implemented using world-space, eye-space and my own reflect function. They have the same results.

Using eye-space there is a tip. After calling reflect function it is necessary to put reflect vetor in world-space, because the cube map is in this space.

Download source code

Refractive Map (class)

Done: Sep-04-06

Refractive map implemented in GPU using cube map. It was implemented using world-space.

Download source code

Same eta ratio

Eta ratio per color component

Fresnel Effect (class)

Done: Sep-11-06

Fresnel effect implemented in GPU using world-space and chromatic dispersion.

Download source code


Normal Map (homework)

Request: Sep-11-06 Done: Sep-13-06

Normal map, also called bump map, implemented in GPU using phong shading. It was implemented using world-space and tangent-space. They have same results.

Download source code

Dilation

Erosion

Normal map, fresnel effect and chromatic dispersion using phong shading implemented in GPU.

Download source code

UFRGS

Student

Relief Map (homework)

Request: Sep-11-06 Done: Sep-14-06

Relief map implemented in GPU using phong shading. It was implemented using eye-space and tangent-space.

Download source code :: Download texture

Relief map

Normal map

Here it was implemented relief map, fresnel effect and chromatic dispersion using phong shading.

Relief map

Normal map

Shadow Map (homework)

Request: Sep-25-06 Done: Oct-05-06

Shadow map implemented in GPU.

Download source code :: Download tutorial

Ray Tracing (homework)

Request: Oct-23-06 Done: -

XXX.

TODO: understand technique and make results

Progressive Radiosity (homework)

Request: Oct-30-06 Done: -

The form factors computed per vertex and phong lighting per vertex.

TODO: implement technique and make results

"The Direct3D 10 System" (homework)

Request: Aug-21-06 Done: Aug-23-06

TODO: write notes


"The GeForce 6800" (homework)

Request: Aug-21-06 Done: -

TODO: read paper and write notes

"A Low Distortion Map Between Disk and Square" (hw)

Request: Sep-04-06 Done: -

Proof that tangent plane remains tangent after vertex transformation.

TODO: read paper and write notes

"Global and local deformations of solid primitives" (hw)

Request: Sep-04-06 Done: -

TODO: read paper and write notes

"Real-Time Relief Mapping on Arbitrary Polygonal Surfaces" (homework)

Request: Sep-06-06 Done: -

TODO: read paper and write notes


"An Efficient Representation for Surface Details" (hw)

Request: Sep-06-06 Done: -

TODO: read paper and write notes


"Creating Real Shaders in FX Composer" (homework)

Request: Sep-13-06 Done: -

TODO: read paper and write notes


"Relief Mapping of Non-Height-Field Surface Details" (homework)

Request: Sep-13-06 Done: -

TODO: read paper and write notes


"An Improved Illumination Model for Shaded Display" (homework)

Request: Sep-23-06 Done: -

TODO: read paper and write notes

"A Reflectance Model for Computer Graphics" (homework)

Request: Sep-23-06 Done: -

TODO: read paper and write notes

"Models of Light Reflection for Computer Synthesized Pictures" (homework)

Request: Sep-25-06 Done: -

TODO: read paper and write notes


Tangent Plane (homework)

Request: Aug-21-06 Done: Aug-22-06

When you transform a tangent plane P to a vertex v, the transformed plane P' is still tangent to transformed vertex v' ?

Download trial proof


Techniques

Papers

Others