Introduction

 

This is a reference version of the course website for the 2012-2013 Advanced Graphics course at the Utrecht University, as taught by Marries van de Hoef. For background information on the course, visit the Advanced Graphics page on my website.

Course Description

 

The Advanced Graphics course discusses various subjects related to rendering. The focus lies on knowledge and techniques useful for (future) games and game-tools. Subjects include: several global illumination approaches, (anti-)aliasing, shadow mapping techniques, dynamic lighting architectures, graphics hardware and more. The practical assignments focus on rendering without the traditional graphics pipeline (they are more in the style of general-purpose computing on the GPU than in the context of a rendering engine). C++ must be used for the practical assignments, and you need a DirectX 10 compatible graphics card.

Prerequisite knowledge:

  • Linear algebra, as taught in the Graphics course in the Bachelor.
  • Basic graphics API knowledge (about render targets, states, etc.) and shader programming experience, as used in the XNA practicals of the Graphics course (since the year 2010-2011).
  • Basic C++ knowledge.

If a deficiency cannot be resolved in advance of the course, there is some space to resolve it during the first practical assignment. Note that resolving the deficiency is the student's own responsibility and the student should be prepared for significantly more work.

The course is taught by Marries van de Hoef. You can contact him via e-mail.

Links:

Course Details

 

Format

The first half of the course consists of eight lectures and a guest lecture. In the second half every student will present a research paper (similar to a seminar). Presence is mandatory for all meetings.

Additionally there are two practical assignments.

Grading

The final grade consists of four parts: two practical assignments (P1 and P2), one paper presentation (S) and the quality of attendance during all meetings (Q).
The final grade is calculated as 0.1*P1 + 0.4*P2 + 0.4*S + 0.1*Q, with the additional requirement that the presentation grade (S) and the proportionally weighted practical assignment grade (0.2*P1 + 0.8*P2) are both at least 5.0.

Details on the quality of attendance term (Q) are given during the introductory lecture.

Retake arrangement

You can replace either the practical assignment grade (P1+P2) or the presentation grade (S) with the retake. Note that it is an exclusive or. This is only applicable if your final grade is >= 4.0 and <= 6.0. Contact the teacher with a good reason if you want a retake while your final grade is larger than 6.0.

The retake will require you to write a long essay about several papers. If you wish to participate in the retake, notify the teacher within one week of publication of the final grade on the website. You will be supplied with the material and must complete the essay within approximately four weeks.

Academic dishonesty

Fraud or plagiarism has to be reported to the Board of Examiners, as required by the Education and Examination Regulations. This includes for example copying code from the internet or other students, letting other students create (parts of) your assignment, letting other students copy code from your assignment, and reusing previously written code (without the teacher's permission).

Reading Material

 

The following books are optional for the course. These books are currently the most complete books available on the respective subjects.

  • Practical Rendering and Computation with Direct3D 11. J. Zink, M. Pettineo and J. Hoxley, 2011, ISBN: 9781568817200.
  • Real-Time Rendering, Third Edition. T. Akenine-Moller, E. Haines and N. Hoffman, 2008, ISBN: 9781568814247.
  • Advanced Global Illumination, Second Edition. P. Dutre, K. Bala and P. Bekaert, 2006, ISBN: 9781568813073.

Deficiency material

These references can help you when you want to resolve deficiencies for this course:

Assignments and Presentation

 

The computers in BBL-175 have the appropriate hardware and software to work on the assignments.

Mandelbrot Assignment

Download the assignment document.

Hall of Fame:


by Selmar Kok

by Ingo van Duijn

by Jeremiah van Oosten

Path Tracer Assignment

Download the assignment document.

Hall of Fame:


by Mattijs Driel
by Selmar Kok
by Paul Mutser
by Ingo van Duijn

Paper Presentation

Download the paper presentation instruction document.

Not all papers are publicly available. To prevent indexing by search engines they are protected with a password. The username is student and the password is equal to the course code: infomagr.
Note that not all papers are exactly equally difficult. This will be accounted for during the review. If your paper is easy, go into more depth. If it is difficult, focus on the core concept.

Nr Paper Students
1 Efficient GPU Path Tracing (exclude the MLT section) Jerry van Angeren, Jorim Geers
2 Path Tracing Noise Removal Sietse Ludger Geertsema, Zhi Kang Shao
3 Stochastic Progressive Photon Mapping Rik Bosma, Krien Linnenbank
4 Dipole Subsurface Scattering Jurgis Pamerneckas, Thanasis Psaltis
5 Metropolis Light Transport (find additional sources on the web) Marcel Penningnieuwland, Bas du Pré
6 Higher-Dimensional Rasterization Rutger Harder, Trevor Blom
7 Stream Compaction for Deferred Shading Michail Konstantinidis, Angelos Kremyzas
8 Decoupled Deferred Shading Miklas Hoet, Yasen Atanasov
9 Clustered Deferred and Forward Shading Paul Mutser, Roel Duits
10 Dual-Paraboloid Shadow Mapping Selmar Kok, Patrick Wouterse
11 Light Space Perspective Shadow Maps Nikolas Rodarakis, Stavros Tsikinas
12 Rectilinear Texture Warping Patrick Jansen, Dion Gerritzen
13 Exponential Shadow Maps Matthijs Venselaar, Ingo van Duijn
14 Volumetric Shadows using 1D Min-Max Mipmaps Simon Rosman, Bart van Greevenbroek
15 Adaptive Volumetric Shadow Maps Nick Linakis, Ioannis Koutsoumpas
16 Efficient Recursive Filtering and Summed-Area Tables Jeremiah van Oosten, Reinier van Oeveren
17 High-Quality Adaptive Soft Shadow Mapping Roy Triesscheijn, Jordy Molenaar
18 Variance Soft Shadow Mapping Peter Boot, Sander van der Hurk
19 Hierarchical Radiosity for Dynamic Environments Vasileios Roungas, Konstantinos Georgiadis
20 Extension on Antiradiance Mattijs Driel, Joeri van der Velden
21 Efficient Sparse Voxel Octrees Gerben van Veenendaal, Thomas Breekveldt
22 Interleaved Sampling Deferred Shading Freek Küthe, Robin van der Ploeg
23 Parallel Monte Carlo Radiosity Marijn Koetzier

Schedule

 

Not all papers are publicly available. To prevent indexing by search engines they are protected with a password. The username is student and the password is equal to the course code: infomagr.

Nr Date Subject Slides Additional Material
1 Mon 4 Feb Introduction and Hardware pdf AMD graphics hardware details
Nvidia graphics hardware details
Direct3D 11 graphics pipeline
2 Thu 7 Feb Dynamic Lighting Architectures pdf Inferred lighting
Hybrid deferred rendering
Sat 9 Feb Post presentation pair on the forum
3 Mon 11 Feb Shadows pdf
shimmering video
Variance Shadow Maps
Summed-Area Variance Shadow Maps
Perspective Shadow Maps
Parallel-Split Shadow Maps (a splitting scheme for cascaded shadow maps)
Deep Shadow Maps
Opacity Shadow Maps
Subsurface Scattering approximation
Subsurface Scattering for skin
4 Thu 14 Feb Path Tracing and Photon Mapping part 1 pdf part1 Distributed Ray Tracing
Path Tracing
Variance Reduction Techniques
Phong Importance Sampling
5 Mon 18 Feb Cancelled
6 Thu 21 Feb Path Tracing and Photon Mapping part 2 pdf part 2 Multiple Importance Sampling
Bidirectional Path Tracing
Photon Mapping
Subsurface Scattering (MCML)
Radiosity part 1 pdf part 1
gathering radiosity video
(shooting) progressive refinement radiosity video
Radiosity
The Hemicube
Progressive Refinement Radiosity
7 Mon 25 Feb Radiosity part 2 pdf part 2
antiradiance video
antiradiance video 2
GPU Progressive Refinement Radiosity Glossy Radiosity (non-diffuse)
Glossy Radiosity using Spherical Harmonics
Incremental Radiosity
Hierarchical Radiosity
Computational Complexity of Hierarchical Radiosity
Antiradiance
Global Illumination Approximations part 1 pdf part 1 Precomputed Radiance Transfer
8 Thu 28 Feb Global Illumination Approximations part 2 pdf part 2
enlighten radiosity video
imperfect shadow maps video
light propagation volumes video
voxel cone tracing video
path tracing video
Enlighten
Instant Radiosity
Reflective Shadow Maps
Imperfect Shadow Maps
Light Propagation Volumes
Voxel Cone Tracing
Post Processing pdf SSAO predecessor
HBAO
SSDO
Depth of Field
Motion Blur
Motion Blur (improved)
Refraction (hack)
Sat 2 Mar Deadline Mandelbrot Assignment
9 Mon 4 Mar Guest Lecture by Jacco Bikker pdf Binned SAH BVH Construction
Understanding the Efficiency of Ray Traversal on GPUs
10 Thu 7 Mar Student Presentations (1,2,3) pdf 1
pdf 2
pdf 3
1 Efficient GPU Path Tracing
2 Path Tracing Noise Removal
3 Stochastic Progressive Photon Mapping
Retake week
11 Mon 18 Mar Student Presentations (4,5,6) pdf 4
pdf 5
pdf 6
4 Dipole Subsurface Scattering
5 Metropolis Light Transport
6 Higher-Dimensional Rasterization
12 Thu 21 Mar Student Presentations (7,8,9) pdf 7
pdf 8
pdf 9
7 Stream Compaction for Deferred Shading
8 Decoupled Deferred Shading
9 Clustered Deferred and Forward Shading
13 Mon 25 Mar Student Presentations (10,11,12) pdf 10
pdf 11
pdf 12 video 1 video 2
10 Dual-Paraboloid Shadow Mapping
11 Light Space Perspective Shadow Maps
12 Rectilinear Texture Warping
14 Thu 28 Mar Student Presentations (13,14,15) pdf 13
pdf 14
pdf 15 pptx 15
13 Exponential Shadow Maps
14 Volumetric Shadows using 1D Min-Max Mipmaps
15 Adaptive Volumetric Shadow Maps
Mon 1 Apr Easter
15 Thu 4 Apr Student Presentations (16,17,18) pdf 16 pptx 16
pdf 17
pdf 18
16 Efficient Recursive Filtering and Summed-Area Tables
17 High-Quality Adaptive Soft Shadow Mapping
18 Variance Soft Shadow Mapping
16 Mon 8 Apr Student Presentations (19,20,23) pdf 19 pptx 19
pdf 20 pptx 20
pdf 23
19 Hierarchical Radiosity for Dynamic Environments
20 Extension on Antiradiance
23 Parallel Monte Carlo Radiosity
17 Thu 11 Apr Student Presentations (21,22) pdf 21
pdf 22
21 Efficient Sparse Voxel Octrees
22 Interleaved Sampling Deferred Shading
Sun 21 Apr Deadline Path Tracer Assignment