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DEPARTMENT OF COMPUTER SCIENCE UNIVERSITY OF WATERLOO SEMINAR ACTIVITIES MASTER'S THESIS PRESENTATION -Thursday, August 13, 1998 Itai Danan, graduate student, Dept. Comp. Sci., Univ. Waterloo, will speak on ``Radiosity for Dynamic Environments''. TIME: 2:30-3:30 p.m. ROOM: DC 1304 *NOTE ROOM CHANGE* ABSTRACT Generating realistic images in real-time to create truly dynamic environments is a difficult task. Radiosity is a rendering technique used to produce realistic images. Unfortunately, computing radiosity solutions in real-time is nearly impossible. A few researchers have attempted to achieve this goal by using incremental rendering techniques based on radiosity. A major problem of previous attempts is that too much needs to be recomputed between consecutive images. My thesis presents a way to minimize the computation required between images. Incremental radiosity algorithms work by identifying the differences between consecutive images and computing the difference between the radiosity solution of the two images. Because radiosity is a global- illumination technique, differences between consecutive images can be large even for small changes. The innovative algorithm described in this thesis combines a progressive refinement hierarchical formulation of radiosity with other incremental radiosity algorithms in a way to minimize the amount of computation required between consecutive images. --------------------------------------------------------------------- Advanced Image Synthesis Spring 1998 What: CS788 students are required to give formal public presentations describing and summarizing their projects and the related theory. Presentations will be 20 minutes in length, with 10 minutes for questions and discussion. Anyone with an interest is invited to attend. Please note that the talks will be presented on two separate dates, August 21st and August 27th. When: Aug 21, 1998 1:30---2:00 Where: DC 1304 Who: Carsten Whimster Interactive Global Illumination Hardware rendering, augmented with shadows, can be used to accelerate the last two bounces of a light path tracing global illumination algorithm. An implementation of this algorithm was performed, using a scattering of a few hundred infinitesimal area sources and the shadow volume reconstruction algorithm. When: Aug 27, 1998 1:00---3:30 Where: DC 1304 Who: (1:00) Ian Stewart Acceleration of General Implicit Surface Raycasting The interval Newton method can be used to robustly find all roots along a ray through arithmetically computable functions, which can be used to render general implicit surfaces. Unfortunately, naive interval analysis is relatively slow. Fortunately, there are ways to greatly speed up the process that do not sacrifice robustness. (1:30) Jan Kautz Interactive Rendering with Arbitrary Reflectances Bidirectional reflectance distributions are general models of surface reflectance. They can be decomposed into sums of separable functions by finding the SVD of a sampled matrix representation of the BRDF. This compressed representation of the BRDF lets us use hardware texture mapping, compositing, and accumulation operations to reconstruct the reflectance. (2:00) Caroline Kierstead Simulation of Reflectance due to Subsurface Scattering Many important real materials, such as skin, leaves, and painted surfaces, are composed of multiple layers of semitranslucent materials, each of which scatters, absorbs, and reflects light. A Monte Carlo simulator was built to estimate the bidirectional reflectance distributions from such surfaces. This was compared with the analytic, first-bounce solution. (2:30) Shalini Aggarwal Rendering and Modelling with A-Patches A-patches are implicit surfaces based on Bezier tetrahedra that are guaranteed to contain a single-sheeted algebraic surface patch where all line segments between one vertex/face pair intersect the patch exactly once. Under such conditions the patches can be quickly and robustly rendered using a scalar root solver. A-patches were analyzed with blossoming techniques, and used to fit surfaces to parametric scattered data. (3:00) Eric Hall Texture Mapping Pasted Surfaces Pasted surfaces can be used to adaptively and efficiently add detail to a spline surface. However, due to the lack of a global surface parameterization, texture maps on these surfaces can exhibit discontinuities. Various techniques were explored to obtain a suitable continuous global parameterization. For More Information: http://www.cgl.uwaterloo.ca/~mmccool/cs788/