CSE272: Advanced Appearance Modeling
Some inspiration for the types of appearance we will
discuss in class (clouds, plants, milk, rust, skin, atmosphere/smoke):
Henrik Wann Jensen
Office hours, Thursday 2:00-3:00pm
Andrew Glassner, "Principles of Digital Image Synthesis",
Tuesdays and Thursdays: 12:30pm - 1:50pm
The appearance of the everyday world has long been a topic of interest
to many people from painters to physicists. Even simple questions require
careful thought. Why is the sky blue? Why does wet sand look darker than
dry sand? How can you reproduce a human face using oil paints? More recently
appearance models have become increasingly important in computer graphics
and vision. In graphics, they are needed to model and simulate different
materials. In vision, texture and reflection models can be used to guide the
acquisition of computer models of different scenes and objects, as well as the
recognition of these scenes and objects in images.
This class will go into the details of computer graphics algorithms
for creating a given appearance. The course will cover the physics as
well as the computational techniques for simulating light
transport, light scattering, reflection models, subsurface scattering,
participating media. In addition, we will be discussing the appearance
of elements in the natural world in order to understand how to simulate
CSE190/CSE168 "Rendering Algorithms" or equivalent at the consent of
the instructor. This is a fairly advanced class. Students are expected
to have an understanding of computer graphics rendering algorithms such
as ray tracing.
This is class is for 4 units. It will be graded based on a project
and a lecture in the class (15% project proposal,
10% class presentation, more to follow)
Should be in the format of a paper 6-10 pages using the style for
- October 14: Proposal 1-2 pages with problem statement, pictures,
motivation, ideas on how to solve the problem, best with references to
related papers. This proposal counts 15% towards the final grade.
- November 23: Paper draft (roughly 3 pages) showing a fairly complete abstract and introduction and some preliminary results. The paper should demonstrate a firm understanding of previous work and a clear idea of the approach taken. Look
at the papers we have read in the class to get an idea of the typical layout.
This paper draft counts 10% towards the final grade.
- Welcome, Light Physics, Radiometry and Photometry
- Light and Matter
- BRDF Models and Measurements
- BRDF Models (Rough Surfaces)
- Light Transport, Global Illumination Algorithms
- Optional Reading:
- Guest lecture by Lawrence Frank - "Problems of Computation and Visualization in Magnetic Resonance Imaging"
- Participating Media 1 (Radiative transport, phase functions)
- Optional Reading:
- Chandrasekhar, "Radiative Transfer", pages 1-21
- Participating Media 2 (Ray marching, photon mapping)
- Jensen, "Realistic Image Synthesis using Photon Mapping", chapter 10
- Participating Media 3 (Multiple Scattering)
- Subsurface Scattering 1 (BRDF Models)
- Guest lecture by Josh Wills: "The appearance of Halos"
- And the beginning of the subsurface scattering 2 lecture
- Subsurface Scattering 2 (BSSRDF Models)
- Alex Kulungowski: "Rendering of Bubbly Ice"
- Cameron Chrisman: "Rendering of Snow"
- Neel Joshi: "Measuring BRDFs"
- Neil Alldrin: "Reflectance Estimation under Natural Illumination"
- Jefferson Ng: "Rendering of Butterfly Wings"
- Patrick Yau: "Rendering of Light Dispersion"
- Mara Silva: "Modeling and Rendering of Patina"
- Siddhartha Saha: "Modeling and Rendering of Rust"
- Tak Chu: "Rendering Tornadoes"
- Andrew Smith: "Simulating and Rendering of Splashing Cognac"
- Werner Jainek: "Simulating Spatially Varying Anisotropic Metals"
- Stephan Steinbach: "Rendering Human Skin"
- Emrah Kostem: "Rendering Paper Birch Tree Bark"
Alexander Ward Kulongowski
Fang Yi Liu
Lin Ying Liu
Last update: Nov. 10, 2004
Henrik Wann Jensen