I'm trying to get a Computer Science honours project (essentially a year-long undergrad research thesis) off the ground, looking at something in computer graphics and realtime rendering. I have a project idea from my work that I have discussed with a supervisor, although it looks like it'll be a deep learning problem which I'm not super interested in.
As such, I'm looking to get a bit of a survey of some other open questions in real-time graphics that would be good to look at, and maybe some resources to do further research on. I am interested in material definitions (BRDFs and such) and acceleration structures like distance fields.
Thanks!
Replies
I’m really intrigued by augmented reality, since we use it at my work, and there’s a lot of hardware development happening in this area, like the recent Apple device, the Magic Leap system, etc.
I would suggest searching for AR videos on Twitter and LinkedIn, lots of people posting short TikTok like videos of neat r&d experiments.
A couple examples
https://twitter.com/Alientrap/status/1574551281620111361
https://twitter.com/pushmatrix/status/1328709526426701829?s=21
just sayin..
*I suspect there's a reason it hasn't been done
https://www.matthewtancik.com/nerf
https://cseweb.ucsd.edu//~viscomp/projects/LF/papers/ECCV20/nerf/website_renders/lumpyroots_200k_rgb.mp4
https://cseweb.ucsd.edu//~viscomp/projects/LF/papers/ECCV20/nerf/website_renders/fullmagnolia_200k_rgb.mp4
if you ignore the neural bullshit it's doing the same thing your standard offline hair rendering does. You define a small number of guide splines and it fills in the gaps - in that sense yes, the artist defines the volume and the machine does the rest.
The harder problem is transferring that principle to foliage because leaves aren't just splines.
The reason I'm actually interested in this is that the foliage and hair models generally used for games at present do not scale well.
It is very difficult and labour intensive (i.e costly) to produce a card based tree or hairstyle that smoothly transitions from one level of detail to another without noticeable sillhouette and lighting (surface normal) changes.
The theory is that if the model is represented as a volume then you are better placed to eliminate both these issues - you simply draw less strands/leaves as the object becomes smaller on screen and can reference the original volume for lighting information
This theory is borne out to an extent by the pseudo-volumetric fin and shell technique used in several games - it isn't well suited to certain hair styles/types eg. ponytails or curly hair but it is scalable without artefacting and very easy to author for.
Planet Zoo is a good example of this technique being pushed to it's limits and I believe the recent Ratchet & Klank game uses a similar method(don't quote me on that one).
Nothing like that exists for for high detail foliage to my knowledge