Computer Engineering
Seminar Course - DAT205/DIT226 Advanced Computer Graphics 2019 lp4      
Teacher and examiner: Erik Sintorn (erik dot sintorn at chalmers dot se)
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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  


COURSE START:
    Tuesday study week 1, 15:15, room EB, 4th floor, EDIT-building, Johanneberg.
SCHEDULE:
    see TimeEdit.

Important: Frequently do "refresh", to avoid watching a cached page, since this web-page is updated during the course.

COURSE-PM
7,5 Högskolepoäng
Grades: U (failed), 3, 4, 5
Educational Level: Advanced
Institution: 37 - DATA- OCH INFORMATIONSTEKNIK
Teaching language: English
Course Plan

Teacher and Examiner:
Erik Sintorn
phone: +46 729 744821
email: (erik dot sintorn at chalmers dot se)
office: room 4118, floor 4, the corridor along Rännvägen, EDIT-huset
Course assistants: Sverker Rasmuson, Dan Dolonius


Course Description
The compulsory introductory course TDA362/DIT223 Computer Graphics was highly theoretically intensive, giving a brief introduction to a vast amount of topics within computer graphics. In this follow-up course, the students are given a chance to dig deeper into a particular subject, in which they perform a project. Compulsory seminars presents more details on a research-level for a selection of topics, e.g. ambient occlusion, hair rendering, GPGPU applications, ray tracing and global illumination, GPU-ray tracing, hard and soft shadows, real-time indirect illumination, spherical harmonics, wavelets for CG.


Knowledge Entrance Requirements
M.Sc. students must have taken the course TDA362/DIT223 Computer Graphics (named TDA361/DIT220 before 2017).


Grading and Examination
The course begins with a number of seminars where the teacher introduces a number of advanced topics that will facilitate understanding of the research papers that will be presented by students. The remaining seminars will consist of student presentations of recent research papers. Every week, 2-3 students will present a paper, and for each paper 2-3 students will have prepared questions that will be discussed after the presentation. During the whole course, students will work on individual projects which are presented to the examiner at the end of the term.
There is an 80% compulsory attendance to the seminars. To pass the course, each student shall have presented one paper, have prepared questions for three other papers, and achieve a passing grade on the individual project. For higher grades, the student shall implement and present a more advanced graphics-related project (see below).


Seminar schedule:
Week Date Name Paper      
8 20-feb ÖHRN ERIK  Efficient GPU Screen-Space Ray Tracing 
    Opponents: NILSSON HAMPUS  HERMANSSON ERIK    SIVERTSSON ANDERS 
    BERGQVIST BJÖRN Generating Complex Procedural Terrains Using the GPU
    Opponents: ILLE TOM  FORSBERG ELIAS    PERSSON OLLE 
9 27-feb TORRÅNG JACOB  Real-time fiber-level cloth rendering 
    Opponents: MOOS SIMON  KARLSSON FREJ    GUSTAFSSON VICTOR 
    STELLBRINK FLORIAN  Interactive Reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder
    Opponents: BJUHR ERIC      ÅBERG JESPER 
10 06-mar PERSSON OLLE  Multi-Resolution Meshes for Feature-Aware Hardware Tessellation
    Opponents: HAPPONEN MAIJA  TORRÅNG JACOB    ÖHRN ERIK 
    ILLE TOM  Responsive Real-Time Grass Rendering for General 3D Scenes
    Opponents: BERGQVIST BJÖRN LUDVIGSSON KLAS    STELLBRINK FLORIAN 
13 27-mar KARLSSON FREJ  Artist Friendly Metallic Fresnel    
    Opponents: NILSSON HAMPUS  HERMANSSON ERIK  TORBJÖRNSSON DAVID  GUSTAFSSON VICTOR 
    HAPPONEN MAIJA  Fluxed Animated Boundary Method
    Opponents: ILLE TOM  FORSBERG ELIAS  POSCH DANIEL  ÅBERG JESPER 
15 10-apr BJUHR ERIC  Compressing Color Data for Voxelized Surface Geometry
    Opponents: MOOS SIMON  KARLSSON FREJ    ÖHRN ERIK 
    TORBJÖRNSSON DAVID  Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs
    Opponents: HAPPONEN MAIJA  LUDVIGSSON KLAS    STELLBRINK FLORIAN 
16 17-apr MOOS SIMON  Pixel History Linear Models for Real-Time Temporal Filtering
    Opponents: BJUHR ERIC  TORRÅNG JACOB  POSCH DANIEL  SIVERTSSON ANDERS 
    FORSBERG ELIAS  Beyond Points and Beams: Higher-Dimensional Photon Samples for Volumetric Light Transport
    Opponents: BERGQVIST BJÖRN TORBJÖRNSSON DAVID    PERSSON OLLE 
17 24-apr LUDVIGSSON KLAS  Infinite Resolution Textures
    Opponents: ILLE TOM  HERMANSSON ERIK    GUSTAFSSON VICTOR 
             
    Opponents:        
19 08-maj HERMANSSON ERIK  Comparison of Projection Methods for Rendering Virtual Reality
    Opponents: MOOS SIMON  FORSBERG ELIAS    ÅBERG JESPER 
    POSCH DANIEL  Photon Splatting Using a View-Sample Cluster Hierarchy
    Opponents: BJUHR ERIC  KARLSSON FREJ    ÖHRN ERIK 
20 15-maj SIVERTSSON ANDERS  Calipso: Physics-based Image and Video Editing through CAD Model Proxies
    Opponents: HAPPONEN MAIJA  TORBJÖRNSSON DAVID  POSCH DANIEL  STELLBRINK FLORIAN 
    ÅBERG JESPER  Understanding the efficiency of ray traversal on GPUs
    Opponents: NILSSON HAMPUS  TORRÅNG JACOB    PERSSON OLLE 
21 22-maj GUSTAFSSON VICTOR  Real-Time Global Illumination using Precomputed Light Field Probes
    NILSSON HAMPUS     
    Opponents: BERGQVIST BJÖRN LUDVIGSSON KLAS    SIVERTSSON ANDERS 

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: