Computer Engineering
Seminar Course - DAT205/DIT226 Advanced Computer Graphics 2019 lp4      
Teacher and examiner: Erik Sintorn (erik dot sintorn at chalmers dot se)
Example
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  COURSE TUESDAYS, 15:15 to 17:00, LP4.   See TimeEdit.
  First lecture Tuesday (study week 1) in EB, EDIT-building. MAP  


Presentation:
Every week 2-3 students will present a recent research paper. The subject shall be computer graphics, and the paper can be chosen freely but shall be OK:ed by the teacher. The student is expected to have a clear understanding of, and be able to explain to the class, the main contributions of the paper. A list of possible papers to choose from are given below, but you are encouraged to find a paper on a topic that interests you. A good place to start searching is Ke-Sen Huang's home page, and especially the "High Performance Graphics", "Symposium on Interactive 3D Graphics and Games" and "Eurographics Symposium on Rendering" conferences.

Title Authors
Real-Time Global Illumination using Precomputed Light Field Probes (pdf) Morgan McGuire, Michael Mara, Derek Nowrouzezahrai, and David Luebke
Real-time fiber-level cloth rendering (pdf) Kui Wu and Cem Yuksel
Compressing Color Data for Voxelized Surface Geometry (pdf) Dan Dolonius, Erik Sintorn, Viktor Kämpe, and Ulf Assarsson
Towards Stable Real-Time Path Tracing: An Efficient Denoising Algorithm for Global Illumination (pdf) Michael Mara, Morgan McGuire, Benedikt Bitterli, Jarosz Wojciech
Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs (pdf) Henri Ylitie, Tero Karras, Samuli Laine
Mesh Color Textures (pdf) Cem Yuksel
Accurate Analytic Approximations For Real-Time Specular Area Lighting (pdf) Pascal Lecocq, Arthur Dufay, Gaël Sourimant, Jean-Eudes Marvie
Precomputed Illuminance Composition for Real-Time Global Illumination (pdf) Johannes Jendersie, David Kuri, Thorsten Grosch
A Phenomenological Scattering Model for Order-Independent Transparency (pdf) Morgan McGuire, Michael Mara
Real-time Hair Mesh Simulation (pdf) Kui Wu, Cem Yuksel
Infinite Resolution Textures (pdf) Alexander Reshetov, David Luebke
Comparison of Projection Methods for Rendering Virtual Reality (pdf) Robert Toth, Tomas Akenine-Möller, Jim Nilsson
Filtering Distributions of Normals for Shading Antialiasing (pdf) Anton S. Kaplanyan, Stephen Hill, Anjul Patney, Aaron Lefohn
Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers (pdf) Chris Wyman, Rama Hoetzlein, Aaron Lefohn
Simulation and Rendering for Millions of Grass Blades (pdf) Zengzhi Fan, Hongwei Li, Karl Hillesland, Bin Sheng
Efficient GPU Screen-Space Ray Tracing (pdf) Morgan McGuire, Michael Mara
Deep Screen Space (pdf) Oliver Nalbach, Tobias Ritschel


Discussion:
Each student will contribute questions for three of the presented papers, that will be discussed in class after the presentations. The questions will be handed in to the teacher before the seminar. Thus the student is expected to have read and understood these papers.

Project
The students should perform a project of their choice. It can be a small graphics demo/game in OpenGL (with some advanced effects such as ambient occulsion, indirect illumination, advanced shadows, ...), an offline renderer (e.g. a path-tracer with some advanced additions such as depth-of-field or multiple importance sampling), or a general parallel problem implemented efficiently on the GPU (e.g., a sorting algorithm in CUDA). More suggestions and guidelines for grading are available on the Project Page.

The projects can be implemented in whatever language and framework the student prefers, but we suggest that you use C++ and OpenGL, and that you start from the code supplied with the TDA362 tutorials.

You are expected to start working on your project immediately. There will be a short meeting with each student half-way through the course, where you will report your progress and discuss what is required for the grade you aspire to.

About magnitude of the project: 7.5p corresponds to 5*55 hours. We have 12*2h of seminars, so your individual contribution should be around 250 hours on the project. You are allowed to work in groups in order to achieve larger projects. You must then keep track of your individual contribution.

You might be able to use the computers in our lab rooms 4220 + 4225, based on availability and as long as the rooms are not booked by other courses, if you do not have access to any other computer (home or in school) that you prefer. These rooms are usually heavily booked by other courses during the day. After 17.00, the rooms are often free.

There will be six 'supervision' sessions, where I will sit in a room and answer questions about the project. These will be the two hours before the lecture (tusedays 13:00 - 15:00) on the following dates:

Feb 20, Room 3364
Mar 06, Room 3364
Apr 10, Room 4128
Apr 24, Room 4128
May 08, Room 4128
May 22, Room 4128


Summary of changes from last year:
  • Students will now supply the questions to be discussed after each presentation.
  • A half-time progress report of the project has been introduced.
  • Added schuduled supervision for projects.


Free online CG books:
Links: