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Appearance Models for Graphics. COMS 6998-3, Lecture 1 Ravi Ramamoorthi. This course mainly focuses on materials But appearance depends on geometry, materials, lights. Computer Graphics Rendering. Geometry. Lighting. Rendering. Image. Materials. Viewpoint Camera.
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Appearance Models for Graphics COMS 6998-3, Lecture 1 Ravi Ramamoorthi
This course mainly focuses on materials • But appearance depends on geometry, materials, lights Computer Graphics Rendering Geometry Lighting Rendering Image Materials Viewpoint Camera
Geometry 70’s, 80’s: Splines 90’s: Range Data Rendering Algorithm 80’s,90’s: Physically based Materials/Lighting (Texture Reflectance[BRDF] Lighting) Realistic input models required Arnold Renderer: Marcos Fajardo Photorealistic Rendering
One Motivation: Digital Actors Final Fantasy Shrek
Computer Vision Analysis Image Lighting Vision alg. Geometry Materials Viewpoint Camera • Most algorithms assume very simple lighting, materials
Materials Inverse Rendering Lighting Geometry Inverse Rend Viewpoint Camera • Useful for acquiring material models in graphics • Recognizing materials in vision
Material Recognition Photographs of 4 spheres in 3 different lighting conditions courtesy Dror and Adelson
Complex materials • Geometry, illumination, reflectance all important • Often scales of geometry: Continuum of geometry/reflectance
Appearance important other areas • Physics • Materials science • Cosmetics • Building materials • Car paints • Textiles • Art Using computer, complex simulations doable
Topics • Modeling how light interacts with matter • Measurement/acquisition of materials • Image-based modeling and rendering • Analytic methods • Real-time rendering • Focus mainly on computational methods
Outline • Why appearance models? • Examples of recent graphics images • Approaches: Physical, structural, phenomenological methods • Overview of course logistics
Outdoor Scenes Deussen et al. 98
Weathering: Metallic Patinas Dorsey and Hanrahan 96
Weathering: Flows Dorsey and Hanrahan 96
3D Texture (CURET database) Dana et al 97
Diffraction Stam 99
Subsurface Scattering Jensen et al. 2001
Hair Marschner et al.
Approaches • Physical: Understand basic physics • Structural: Understand microstructure (patinas, fabrics, layered models) • Phenomenological: Empirical
Physical example: Fresnel • Dielectrics: Increasing specularities grazing angles • Metals: reflection changes with wavelength Copper-colored Cook-Torrance
(Micro)Structure CD Hair Fiber Plastic microfabric
Phenomenological Models • Lambertian: • Phong: • Really corresponds to extended light source • Also, gaussian surfaces, splines, wavelets, Zernike polynomials, spherical harmonics, … • BRDF itself phenomenological model
Taxonomy of Materials Renderman World Plastic Metal Matte ShinyPlastic ThinPlastic RoughMetal
Real World? Real World Animal Vegetable Mineral Skin Hair Leaves Bark Marble
Course Goals, Format • Goal: Background and current research on appearance models in graphics and vision
Course Goals, Format • Goal: Background and current research on appearance models in graphics and vision • Columbia is the best place for this!!
Course Goals, Format • Goal: Background and current research on appearance models in graphics and vision • Columbia is the best place for this!! • Format: Alternate lectures, student presentations of papers • http://www.cs.columbia.edu/~ravir/6998/
Course Logistics • No textbooks. Required readings are papers available online (except 3 handouts today) • Office hours: before class. My contact info is on my webpage: http://www.cs.columbia.edu/~ravir • Will (almost certainly) count for PhD elective breadth in graphics/HCI (if taken on grades)
Requirements • Pass-Fail • Show up to class regularly • Present 1 (maybe 2) paper(s) • Prefer you do this rather than just sit in • Grades • Attend class, participate in discussions (10%) • Present 2 (maybe 3) papers (30%) • Project (60%)
Project • Wide flexibility if related to course (some ideas off main course webpage). Can be done in groups of 2-3 • Implementation/extension of one of the papers • Modeling of challenging natural object • Theoretical analysis/extension/verification • Best projects will go beyond simple implementation (try something new, some extensions) • Alternative (less desirable): Summary of 3 or more papers in an area • Best projects will explore links/framework not discussed by authors, and suggest future research directions
Prerequisites • Strong interest in graphics (and vision) • Computer graphics experience (4160) • What if lacking prerequisites? Next slide • Course will move quickly • Covering recent and current active research • Some material quite technical • Assume some basic knowledge • Many topics. Needn’t fully follow each one, but doing so will be most rewarding.
If in doubt/Lack prerequisites • Material is deep, not broad • May be able to pick up background quickly • Course requirements need you to really fully understand only one/two areas (topics) • But if completely lost, won’t be much fun • If in doubt, see if you can more or less follow some of papers after background reading • Ultimately, your call
Assignment this week • E-mail me (ravir@cs) • Name, e-mail, status (Senior, PhD etc.) • Will you be taking course grades or P/F • Background in graphics/any special comments • Optional: Papers you’d like to present FCFS • Paper presenters for next week [You (may) get a one-paper reduction in load] • Oren-Nayar, Torrance-Sparrow, Koenderink-van Doorn