1 / 34

Bridging the Gap to the Real

Explore the milestones, trends, challenges, and future possibilities in computer graphics, including geometry, lights, shading, motion, simulations, data-driven modeling and editing, and output devices.

clarac
Download Presentation

Bridging the Gap to the Real

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Bridging the Gap to the Real Wojciech Matusik Adobe Systems, Inc.

  2. Computer Graphics: Past, Present, Future • Goal of this Talk • Look at Trends • Extrapolate • New Challenges Disclaimer: My personal (very biased) view I have not even taken a cg course. Milestones Time

  3. Computer Graphics: Past, Present, Future • Goal of this Talk • Look at Trends • Extrapolate • New Challenges Milestones • Disclaimer: • I will present my own biased view. Time

  4. A Simulation to Generate Images or Videos Geometry Lights Simulation Shading Motion

  5. Traditional Computer Graphics • Components • Hand Modeled • Procedurally Defined • Analytical Formulas Geometry Lights Simulation Shading Motion Courtesy of Wikimedia

  6. Traditional Computer Graphics: Geometry L-Systems axiom = F production rule F -> FF-[-F+F+F]+[+F-F-F] Geometry Courtesy of Wikimedia Fractals Lights Simulation Shading Courtesy of Wikimedia Perlin Noise, Hypertextures Motion Courtesy of Ken Perlin

  7. Traditional Computer Graphics: Lights Directional Geometry Lights Point Simulation Shading Spot Motion Courtesy of Wikimedia

  8. Traditional Computer Graphics: Shading Phong Geometry Blinn-Phong Lights Cook-Torrance Simulation Shading Cook’s Shade Trees Motion Courtesy of Rob Cook

  9. Traditional Computer Graphics: Animation Keyframing Geometry Lights Simulation Animation Controllers Shading Motion Courtesy of Jessica Hodgins

  10. Traditional Computer Graphics Computer Graphics Real World Lights, Geometry, Shading, Motion, Simulations Editing and User Input

  11. Data-driven Computer Graphics: 90s - now • Progress in development of sensors • Cheap storage and computation power for data processing Input Devices Real World Lights, Geometry, Shading, Motion, Simulations

  12. Data-driven Computer Graphics: Geometry 3D Scanning Geometry Lights Simulation Courtesy of Marc Levoy Shading Motion

  13. Data-driven Computer Graphics: Lights Environment Mapping HDR Imaging Geometry Lights Simulation Courtesy of Wikimedia Courtesy of Paul Debevec Shading Motion

  14. Data-driven Computer Graphics: Shading Geometry Measured Appearance Lights Simulation Shading Courtesy of Kristin Dana Motion Courtesy of Wikimedia

  15. Data-driven Computer Graphics: Animation Geometry Lights Simulation Motion Capture Shading Motion Courtesy of Wikimedia

  16. Data-driven Computer Graphics Input Devices Real World Lights, Geometry, Shading, Motion, Simulations

  17. Data-driven Modeling and Editing Input Devices Real World Lights, Geometry, Shading, Motion, Simulations Editing and User Input

  18. Data-driven Modeling and Editing: Geometry Geometry Lights Simulation Modeling by Example, 2004 Funkhouser et al. Shading Motion

  19. Data-driven Modeling and Editing: Lights Geometry Lights Simulation Shading Skyfinder : Attribute-based Sky Image Search, 2009 Tao et al. Motion

  20. Data-driven Modeling and Editing: Shading Geometry Lights Simulation Shading Data-driven Reflectance Model, 2003 Matusik et al. Motion

  21. Data-driven Modeling and Editing: Animation Geometry Lights Simulation Shading Motion Graphs, 2002 Kovar et al., Lee et al., Arikan & Forsyth Motion

  22. Data-driven Computer Graphics: 90s - now Input Devices Real World Representations Abstractions Simulations Editing and User Input

  23. Computer Graphics: Future Input Devices Real World Representations Abstractions Simulations Editing and User Input Output Devices

  24. Shape Capture, Modeling, and Fabrication User Edits Courtesy of Wikimedia Output 3D Model 3D Printing 3D Scanning Real Object

  25. Motion Capture, Modeling, and Robotics User Edits Courtesy of Wikimedia Courtesy of Wikimedia Humanoid Robot Mocap Motion Model Controller Design Human Motion

  26. Light Field Capture, Modeling, and Display User Edits Courtesy of M.Levoy Courtesy of F. Durand Autostereoscopic Display Camera Array Light Out Light Field 3D Scene

  27. Appearance Capture, Modeling, and Fabrication User Edits Output Data-driven Model Fabrication Measurement Real Material

  28. Challenges: Output Mapping Data Abstraction Data Abstraction Device Capabilities Device Capabilities

  29. Output Mapping Examples • Gamut Mapping • Tone Mapping • Image Retargeting Courtesy of Wikimedia Courtesy of Wikimedia Courtesy of Shai Avidan

  30. Generalized Output Mapping Algorithms • Different Phenomena • Reflectance, Scattering, Deformations, Motion • Rules • Linear vs. Perceptually-Based • Global vs. Local

  31. Future Printers, Displays, and Output Devices • Complex aggregates from base materials with known properties

  32. Future Printers, Displays, and Output Devices Future Output Devices Data-driven Representations and Abstractions Output Mapping

  33. Computer Graphics: Closing the Loop Input Devices Real World Representations Abstractions Simulations Editing and User Input Output Devices

  34. My Vision Statement The future of Computer Graphics and Interactive Techniques lies in novel input and output devices that operate in real-world environments and are accessible to everyone.

More Related