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Lecture01.html
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<!doctype html>
<html>
<head>
<meta charset='UTF-8'><meta name='viewport' content='width=device-width initial-scale=1'>
<link href='https://fonts.loli.net/css?family=Open+Sans:400italic,700italic,700,400&subset=latin,latin-ext' rel='stylesheet' type='text/css' /><style type='text/css'>html {overflow-x: initial !important;}:root { --bg-color:#ffffff; --text-color:#333333; --select-text-bg-color:#B5D6FC; --select-text-font-color:auto; --monospace:"Lucida Console",Consolas,"Courier",monospace; --title-bar-height:20px; }
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video { max-width: 100%; display: block; margin: 0px auto; }
iframe { max-width: 100%; width: 100%; border: none; }
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/* open-sans-regular - latin-ext_latin */
/* open-sans-italic - latin-ext_latin */
/* open-sans-700 - latin-ext_latin */
/* open-sans-700italic - latin-ext_latin */
html {
font-size: 16px;
-webkit-font-smoothing: antialiased;
}
body {
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color: rgb(51, 51, 51);
line-height: 1.6;
}
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padding: 30px;
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h4,
h5,
h6 {
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margin-bottom: 1rem;
font-weight: bold;
line-height: 1.4;
cursor: text;
}
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h2:hover a.anchor,
h3:hover a.anchor,
h4:hover a.anchor,
h5:hover a.anchor,
h6:hover a.anchor {
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}
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h1 {
font-size: 2.25em;
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border-bottom: 1px solid #eee;
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</style><title>Lecture01</title>
</head>
<body class='typora-export os-windows typora-export-show-outline typora-export-collapse-outline'><div class='typora-export-content'>
<div class="typora-export-sidebar"><div class="outline-content"><li class="outline-item-wrapper outline-h1"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#games202-lecture-01---introduction-and-overview">GAMES202 Lecture 01 - Introduction and Overview</a></div><ul class="outline-children"><li class="outline-item-wrapper outline-h2"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#i-overview">I. Overview</a></div><ul class="outline-children"><li class="outline-item-wrapper outline-h3"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#what-is-games202-about">What is GAMES202 about?</a></div><ul class="outline-children"><li class="outline-item-wrapper outline-h4 outline-item-single"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#course-topics">Course Topics</a></div><ul class="outline-children"></ul></li></ul></li><li class="outline-item-wrapper outline-h3 outline-item-single"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#what-is-games202-not-about">What is GAMES202 NOT about?</a></div><ul class="outline-children"></ul></li><li class="outline-item-wrapper outline-h3 outline-item-single"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#how-to-study-games202">How to study GAMES202?</a></div><ul class="outline-children"></ul></li></ul></li><li class="outline-item-wrapper outline-h2"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#ii-motivation-evolution-and-milestones">II. Motivation, Evolution and Milestones</a></div><ul class="outline-children"><li class="outline-item-wrapper outline-h3 outline-item-single"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#motivation---why-study-games202">Motivation - Why Study GAMES202?</a></div><ul class="outline-children"></ul></li><li class="outline-item-wrapper outline-h3 outline-item-single"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#evolution-of-real-time-rendering">Evolution of Real-Time Rendering</a></div><ul class="outline-children"></ul></li><li class="outline-item-wrapper outline-h3 outline-item-single"><div class="outline-item"><span class="outline-expander"></span><a class="outline-label" href="#technological-and-algorithmic-milestones">Technological and Algorithmic Milestones</a></div><ul class="outline-children"></ul></li></ul></li></ul></li></div></div><div id='write' class=''><h1 id='games202-lecture-01---introduction-and-overview'><span>GAMES202 Lecture 01 - Introduction and Overview</span></h1><p><a href='https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES202_Lecture_01.pdf'><span>GAMES202 Lecture 01 (ucsb.edu)</span></a></p><h2 id='i-overview'><span>I. Overview</span></h2><p><img src="../images/Lecture01-img-1.png" alt="image-20230727171506180" style="zoom:50%;" /></p><h3 id='what-is-games202-about'><span>What is GAMES202 about?</span></h3><ul><li><p><span>A course at </span><strong><span>intermediate level</span></strong><span>: connecting basic knowledge and research</span></p></li><li><p><strong><span>Real-Time</span></strong><span> High Quality Rendering</span></p><ul><li><p><strong><span>Speed</span></strong><span>: More than </span><em><span>30 FPS</span></em><span>, for VR/AR </span><em><span>90 FPS</span></em><span> or above</span></p></li><li><p><strong><span>Interactivity</span></strong><span>: Each frame generated on the fly</span></p></li></ul></li><li><p><span>Real-Time </span><strong><span>High Quality</span></strong><span> Rendering</span></p><ul><li><p><strong><span>Realism</span></strong><span>: Advanced approaches to make rendering more realistic</span></p></li><li><p><strong><span>Dependability</span></strong><span>: All-time </span><em><span>correctness (exact or approximate)</span></em><span>, no tolerance to (uncontrollable) failures</span></p><ul><li><p><span>Requirement: No artifacts.</span></p></li></ul></li></ul></li><li><p><span>Real-Time High Quality </span><strong><span>Rendering</span></strong></p><ul><li><p><span>What is rendering? Calculating light which human eyes perceive</span></p><ul><li><p><span>3D Scene -> Image</span></p></li></ul></li></ul></li></ul><p><span>The topics are diverse: The course will be organized by topics.</span></p><p> </p><h4 id='course-topics'><span>Course Topics</span></h4><p><strong><span>4 Different Parts on Real-Time Rendering</span></strong><span>:</span></p><ul><li><p><span>Shadow and Environment Mapping</span></p></li><li><p><span>Interactive Global Illumination Techniques</span></p></li><li><p><span>Physically Based Shading</span></p></li><li><p><span>Real-Time Ray Tracing</span></p></li></ul><p> </p><p><strong><span>Topics</span></strong><span>:</span></p><ul><li><p><span>Shadow and Environment Mapping</span></p></li><li><p><span>Interactive Global Illumination Techniques</span></p></li><li><p><span>Precomputed Radiance Transfer</span></p></li><li><p><span>Real-Time Ray Tracing</span></p></li><li><p><span>Participating Media Rendering, Image Space Effects, etc.</span></p><ul><li><p><span>Single scattering, image space reflection</span></p></li></ul></li><li><p><span>Non-Photorealistic Rendering</span></p><ul><li><p><del><span>Genshin Impact</span></del><span>, the Legend of Zelda</span></p></li></ul></li><li><p><span>Antialiasing and Supersampling</span></p><ul><li><p><span>TAA, DLSS</span></p></li></ul></li><li><p><em><span>Chatting about tech and games</span></em></p></li></ul><p> </p><h3 id='what-is-games202-not-about'><span>What is GAMES202 NOT about?</span></h3><p><span>Generally speaking, not about a specific engine or API, and not </span><em><span>quite</span></em><span> about offline rendering.</span></p><ul><li><p><span>3D modeling or game development, or specific API</span></p><ul><li><p><span>Using OpenGL</span></p><ul><li><p><span>But when finishing assignments, basic knowledge of OpenGL is </span><strong><span>required</span></strong><span>.</span></p></li><li><p><strong><span>Shader Language</span></strong><span> is important! GLSL, for example.</span></p></li></ul></li></ul></li><li><p><span>Expensive light transport techniques</span></p></li><li><p><span>Neural Rendering (</span><em><span>Why?</span></em><span>)</span></p><ul><li><p><span>Not high-quality: cannot do cheery-picking (as of when the course is being conducted)</span></p></li><li><p><span>Cannot be real-time: computational cost too high</span></p></li></ul></li><li><p><span>Specific optimization and high performance computing</span></p><ul><li><p><span>Purely technical.</span></p></li></ul></li></ul><p> </p><h3 id='how-to-study-games202'><span>How to study GAMES202?</span></h3><ul><li><p><span>Understand the different between </span><strong><span>science</span></strong><span> and </span><strong><span>technology</span></strong></p><ul><li><p><span>Science: knowledge</span></p></li><li><p><span>Technology: Implementing & Engineering. Requires skills that turn science knowledge into products</span></p></li></ul></li></ul><ul><li><p><span>Real-time rendering: </span></p><ul><li><p><strong><span>fast</span></strong><span> & </span><strong><span>approximate</span></strong><span> offline rendering + </span><strong><span>systematic</span></strong><span> engineering</span></p></li></ul></li><li><p><span>Fact: </span></p><ul><li><p><span>in real-time rendering technologies, the industry is </span><em><span>way ahead of the academia</span></em><span>.</span></p></li></ul></li><li><p><span>Practice makes perfect.</span></p></li></ul><p> </p><h2 id='ii-motivation-evolution-and-milestones'><span>II. Motivation, Evolution and Milestones</span></h2><h3 id='motivation---why-study-games202'><span>Motivation - Why Study GAMES202?</span></h3><p><span>Computer Graphics is AWESOME!</span></p><p><img src="../images/Lecture01-img-2.png" alt="image-20230727172757301" style="zoom: 67%;" /></p><ul><li><p><span>As of now, current CG algorithms are able to generate </span><strong><span>photorealistic</span></strong><span> images</span></p><ul><li><p><span>Complex geometry, lighting, materials, shadows, ...</span></p></li><li><p><span>Computer-generated movies/special effects (</span><em><span>difficult or impossible to tell real from rendered</span></em><span>)</span></p></li></ul></li><li><p><span>But </span><strong><span>accurate algorithms</span></strong><span> (esp. ray tracing) are </span><strong><span>very slow</span></strong><span>:</span></p><ul><li><p><span>Therefore, the phrase </span><strong><span>offline rendering</span></strong></p><ul><li><p><span>Rendering 1 frame in Zootopia can take up to 10,000 CPU core hours</span></p></li></ul></li></ul></li><li><p><span>Proper approximations can lead to </span><strong><span>plausible</span></strong><span> results but run much faster</span></p></li></ul><p> </p><h3 id='evolution-of-real-time-rendering'><span>Evolution of Real-Time Rendering</span></h3><ul><li><p><span>Interactive 3D graphics pipeline as in OpenGL</span></p><p><img src="../images/Lecture01-img-3.png" alt="image-20230727173225137" style="zoom: 67%;" /></p><ul><li><p><span>Earliest SGI machines (Clark 82) to today</span></p></li><li><p><span>Most of focus on more geometry, texture mapping</span></p></li><li><p><span>Some tweaks for realism (shadow mapping, accum. buffer)</span></p></li></ul></li><li><p><span>20 years ago - Into the Game Industry</span></p><p><img src="../images/Lecture01-img-4.png" alt="image-20230727173314093" style="zoom: 58%;" /></p><ul><li><p><span>Interactive 3D geometry with simple texture mapping, fake shadows (OpenGL, DirectX)</span></p></li></ul></li><li><p><span>10~20 years ago - </span><strong><span>Programmable Shaders</span></strong></p><p><img src="../images/Lecture01-img-5.png" alt="image-20230727173446116" style="zoom:55%;" /></p><ul><li><p><span>A giant leap since the emergence of programmable shaders</span></p></li><li><p><span>Complex environment lighting, real materials (velvet, satin, paints), soft shadows</span></p></li></ul></li><li><p><strong><span>Today</span></strong></p><p><img src="../images/Lecture01-img-6.png" alt="image-20230727173555160" style="zoom:50%;" /></p><ul><li><p><span>Stunning graphics, extended to VR and even movies</span></p></li></ul></li><li><p><em><span>In the future</span></em></p><ul><li><p><img src="../images/Lecture01-img-7.png" alt="image-20230727173643720" style="zoom:52%;" /></p></li></ul></li></ul><p> </p><h3 id='technological-and-algorithmic-milestones'><span>Technological and Algorithmic Milestones</span></h3><ul><li><p><strong><span>Programmable</span></strong><span> graphics hardware (shader) (</span><strong><span>20 years ago</span></strong><span>)</span></p><p><img src="../images/Lecture01-img-8.png" alt="image-20230727173944607" style="zoom:59%;" /></p><ul><li><p><span>Compute Shader</span></p></li></ul></li><li><p><strong><span>Precomputation-based</span></strong><span> methods (</span><strong><span>15 years ago</span></strong><span>)</span></p><ul><li><p><span>Complex visual effects are (partially) pre-computed</span></p></li><li><p><span>Minimum rendering cost at runtime</span></p></li><li><p><strong><span>Relighting</span></strong></p><ul><li><p><span>Fix geometry</span></p></li><li><p><span>Fix viewpoint</span></p></li><li><p><span>Dynamically change lighting</span></p></li></ul></li><li><p><strong><span>Interactive Ray Tracing</span></strong><span> (</span><strong><span>8~10 years ago</span></strong><span>: CUDA + OptiX)</span></p><ul><li><p><span>Hardware development allows ray tracing on GPUs at low sampling rates (~1 samples per pixel (SPP))</span></p></li><li><p><span>Followed by post-processing to denoise</span></p></li></ul><p><img src="../images/Lecture01-img-9.png" alt="image-20230727174249902" style="zoom:58%;" /></p></li></ul></li></ul><p> </p></div></div>
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