Previous Project (Honours)
Honours
Page for Holger Winnemoeller - Rhodes University
My Honours Webpage and all the relevant links can be found
here. Write-ups of the Thesis can be found in Word
document format or on the web in HTML
format.
Rendering Techniques
GENERAL
CS 224
- Brown University
Lecture slides and related material to NPR and other
techniques
Adobe PDF Document - Rendering Techniques Past, Present and Future ALAN WATT
- PDF Search Result
Rendering Techniques: Past, Present and Future ALAN WATT Department of
Computer Science, University of Sheffield, Sheffield, England ^a. watt@
dcs. sheffield. ac. uk Rendering is the process of converting three-
dimensional geometric descrip-tions of graphical objects into two-
di-mensional image plane representations that look real. Three methods
of doing this are now firmly established: empiri-cal simulation, ray
tracing, and radios-ity
VOLUMETRIC
VolVis Project Home Page
- University of New York at Stony Brook
The visualization of volumetric data has aided many scientific
disciplines ranging from geophysics to the biomedical sciences. The
diversity of these fields coupled with a growing reliance on
visualization has spawned the creation of a number of specialized
visualization systems. These systems are usually limited by machine and
data dependencies and are typically not flexible or extensible. A few
visualization systems have attempted to overcome these dependencies by
taking a data-flow approach. However, the added computational costs
associated with data-flow systems results in poor performance
Volumetric Rendering
- Cornell University
Volumetric rendering is the process of visualizing three
dimensional data sets. Data Explorer (DX) provides a basic volumetric
rendering capability, however, it is limited to orthographic cameras and
ambient shading. The goal of this project was to create a more advanced
volumetric rendering module for Data Explorer that provides realistic
shading and perspective camera views. Due to the large amount of data
that must be processed when volume rendering, secondary goals of the
project were to conserve memory resources and keep the processing time
to a minimum
IMAGE BASED
Modeling and Rendering from Photographs
- University of Berkley
FACADE Modeling and Rendering Architecture from Photographs
In this work we present a new method of modeling and rendering
architecture photorealistically from a small number of photographs. The
work consists of: Photogrammetric Modeling: A method for interactively
recovering 3D models and camera positions from photographs
View-Dependent Texture Mapping: A method for turning a 3D model and a
set of photographs from known positions into renderings Model-Based
Stereo: A method of refining an approximate geometric model of a scene
to conform to its actual appearance in a set of photographs
GEOMETRIC
Viewing & Rendering
- Brown University
A description in slides of a standard
rendering architecture / pipeline
Non-Photorealistic (NPR)
Intel (R) 3D Software Technologies
- Intel Technology Labs
"Non-Photorealistic Rendering technology (Toon) provides
the ability to modify lighting and rendering parameters of 3-D models
and transform them into 2-D cartoon images and pencil sketches."
Real-Time Nonphotorealistic Rendering
- Brown University
"The Nonphotorealistic Rendering Project's purpose is to
use computers to produce images that appear to have been drawn by hand.
Computers are often used for precise rendering, computer-aided-design,
and three-dimensional rendering, but, as evidenced in the art world,
high precision isn't always the best way to convey ideas"
Stylized Depiction Non-Photorealistic, Painterly and 'Toon Rendering
- Red 3D dot com
!!Lots of links to related pages!!
In computer graphics, photorealistic rendering attempts to make
artificial images of simulated 3d environments that look "just like
the real world." So non-photorealistic rendering (NPR) is any
technique that produces images of simulated 3d world in a style other
than realism. Often these styles are reminiscent of paintings (painterly
rendering), or of various other styles of artistic illustration
(sketch, pen and ink, etching, lithograph, ...)
Non-Photorealistic Rendering
- University of Sheffield (I think)
This one is by Watt - gotta be good! (Some links included as well)
However, recently some poeple have started to question the thinking
behind this aim. Whilst many images produced by "photo-realistic
rendering" are very impressive, or even "realistic", they
tend to have a rather cold, sterile signature. "NonPhotorealistic
Rendering" is the label given to the move away from the pursuit of
photorealistic realism.
Adobe PDF Document
- Adobe Search Result
CS224 February 5, 1999 1/ 15 Nonphotorealistic Rendering
Art- based rendering Lots of artists ---> Lots of styles
'illustration' techniques 'Cartoon' techniques 'high art' techniques
Many can be mimicked by computer CS224 February 5, 1999 2/ 15 Why?
Programming
Resources - NVIDIA Coorp
Customisable
T&L Operations that can effectively implement a Comic-shader in
Semi-Hardware (By programming the GPU)
Through a simple instruction set specified as GLubyte strings and
managed in a fashion similar to texture objects, applications can define
their own T&L operations. This includes, but is not limited to,
matrix pallette skinning, keyframe interpolation, custom lighting/texgen,
and per-fragment shading setup.
Object Animation, Skinning and Skeletons (non-surgical)
3DS MAX Modelling Tutorial by Scarecrow
- Planet Halflife dot com
Tutorial on making 3DS animated models (with bones
and skins) to use in the Halflife Valve SDK.
"How does skeleton animation work?
As you will know by now, a model is made up of a series of several
hundred triangles joined at their corners. Where they join, is a point
called a vertex. During the Physique stage of model creation, each of
those vertexes is assigned to a specific bone in the biped (see
'Attaching the Biped'). The skeleton is then animated and each vertex
moves with it's assigned bone and the mesh is deformed accordingly."
Delphi3D - Rapid OpenGL Development
- Delphi 3D dot com
"A long time ago, when animals could speak, Quake had the best 3D
engine on the market. It was the first popular engine that had true 3D
polygonal characters. To animate the characters, Quake used simple
deformable mesh animation: a single base model was manipulated at the
vertex level to create animation. Today, this system is on the verge of
extinction"
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