Final Project Ideas Patrick Cozzi University of Pennsylvania CIS 565 - Fall 2014.

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Presentation transcript:

Final Project Ideas Patrick Cozzi University of Pennsylvania CIS Fall 2014

Previous Semesters Fall Fall Spring Spring S.htmhttp:// 2011S.htm 2

Previous Semesters Fall 2013  Point clouds -  Sparse Voxel Octree -  Terrain tessellation -  GPU Photon Mapper - Fall 2012  Non-photorealistic Rendering -  Procedural Terrain -  KD Trees on the GPU - Spring 2012  Ray Marching Distance Fields in Real-Time in WebGL -  Single Pass Order Independent Transparency -  GPU-Accelerated Logo Detection -  GPU-Accelerated Simplified General Perturbation No. 4 (SGP4) Model - in-orbit/ in-orbit/ Spring 2011  Fast Pedestrian Recognition on the GPU -  Screen Space Fluid Rendering -  Deferred Shader with Screen Space Classification - 3

Guidelines Teams of two Open-ended 2-3x more work than hardest project Pitch Alpha Beta Final Code 4

Guidelines Full Details ZCDlOprN5D0s/edit?usp=sharing 5

Selected Project Ideas 6

Alternative Rendering Pipelines Point Pipeline Voxel Pipeline Vector Pipeline 7

Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading 8

High-Quality Server-Side Rendering Client-side WebGL On mouse pause, server-side:  GPU path tracer, or  GPU Photon mapping GPU Photon mapping 9 Image from

Distributed Rendering In general, where is the client/server split?  All server, compress and stream  Create g-buffer server-side, light accumulate client-side  Temporal coherence 10 Image from

Skinning with Dual Quaternions Performance Analysis 11

WebGL Profiler For widespread adoption, WebGL needs world-class developer tools. WebGL Inspection is a good start: However, how do we profile our shaders? We want to mouse over a pixel and see the shader hotspots. Image from

Precompute AO for terrain Each vertex in parallel Each ray in parallel Consider local area only

HLSL to GLSL Big industry need to one shading language “A non-crappy implementation of a library like this would almost certainly land you a job at Unity and I guess many other places.”

Water beneath-the-action/

WebGL Tutorial for GPU Architecture

Mantle, Metal, D3D12 graphics-api-for-gcn

Sign up to Pitch Your Idea MYBlWQ7Z48YOqTYUrknHtl3EDZkP7mk/edit?usp=sharin g MYBlWQ7Z48YOqTYUrknHtl3EDZkP7mk/edit?usp=sharin g