Cem Yuksel
A Class of C2 Interpolating Splines - Paper Presentation at SIGGRAPH 2020
updated
Real-Time Hair Rendering with Hair Meshes
SIGGRAPH Conference Papers, 2024
Project page: http://cemyuksel.com/research/hairmesh_rendering
Hair meshes are known to be effective for modeling and animating hair in computer graphics. We present how the hair mesh structure can be used for efficiently rendering strand-based hair models on the GPU with on-the-fly geometry generation that provides orders of magnitude reduction in storage and memory bandwidth. We use mesh shaders to carefully distribute the computation and a custom texture layout for offloading a part of the computation to the hardware texture units. We also present a set of procedural styling operations to achieve hair strand variations for a wide range of hairstyles and a consistent coordinate-frame generation approach to attach these variations to an animating/deforming hair mesh. Finally, we describe level-of-detail techniques for improving the performance of rendering distant hair models. Our results show an unprecedented level of performance with strand-based hair rendering, achieving hundreds of full hair models animated and rendered at real-time frame rates on a consumer GPU.
Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2024), 43, 4, 2024
(*Joint First Authors)
Project page: https://graphics.cs.utah.edu/research/projects/area-restir/
https://graphics.cs.utah.edu/research/projects/ray-tracing-hw-adaptive-lod/
https://graphics.cs.utah.edu/research/projects/sag-free-hair/
Project Page: http://www.cemyuksel.com/?x=Polynomial
HPG 2022 Talk: youtu.be/CoGo_3C7xR0?t=7070
Abstract:
We present a computationally-efficient and numerically-robust algorithm for finding real roots of polynomials. It begins with determining the intervals where the given polynomial is monotonic. Then, it performs a robust variant of Newton iterations to find the real root within each interval, providing fast and guaranteed convergence and satisfying the given error bound, as permitted by the numerical precision used.
For cubic polynomials, the algorithm is more accurate and faster than both the analytical solution and directly applying Newton iterations. It trivially extends to polynomials with arbitrary degrees, but it is limited to finding the real roots only and has quadratic worst-case complexity in terms of the polynomial's degree.
We show that our method outperforms alternative polynomial solutions we tested up to degree 20. We also present an example rendering application with a known efficient numerical solution and show that our method provides faster, more accurate, and more robust solutions by solving polynomials of degree 10.
00:00 Introduction
01:10 Quadratic Polynomials (degree 2)
02:13 Cubic Polynomials (degree 3)
09:42 Higher-Order Polynomials (degree 4+)
11:45 Numerical Root Finding
13:14 Computation Times
15:02 Challenge: Hair Rendering
18:34 Conclusion
Virtual Blue Noise Lighting
Proc. ACM Comput. Graph. Interact. Tech. (Proceedings of HPG 2022), 5, 3, 2022
https://graphics.cs.utah.edu/research/projects/virtual-blue-noise-lighting/
"A General Two-Stage Initialization for Sag-Free Deformable Simulations"
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2022), 41, 4, 2022
https://graphics.cs.utah.edu/research/projects/sag-free-simulations/
"Generalized Resampled Importance Sampling: Foundations of ReSTIR"
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2022), 41, 4, 2022.
(*Joint first authors; equal contribution.)
Utah Page:
https://graphics.cs.utah.edu/research/projects/gris/
NVIDIA Page:
research.nvidia.com/publication/2022-07_generalized-resampled-importance-sampling-foundations-restir
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
Introduction to DirectX Ray Tracing, ACM SIGGRAPH 2018 Courses
Chris Wyman, Shawn Hargreaves, Peter Shirley, Colin Barré-Brisebois
http://intro-to-dxr.cwyman.org
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
0:00:00 Introduction
0:00:17 Applications
0:02:58 Volume Rendering for Visualization
0:28:49 Volume Rendering for Graphics
1:02:05 Volumetric Shadows
1:08:22 NanoVDB
1:09:42 Conclusion
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
NVIDIA's Compute Shader Ocean Demo (2009):
youtube.com/watch?v=K1I4kts5mqc
Shawn Hargreaves. 2020. Reinventing the Geometry Pipeline: Mesh Shaders in DirectX12. DirectX Dev Day.
youtube.com/watch?v=CFXKTXtil34
NVIDIA's Asteroids Mesh Shaders Demo (2018):
youtube.com/watch?v=CRfZYJ_sk5E
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
Parallax Mapping WebGL Demo:
apoorvaj.io/exploring-bump-mapping-with-webgl
Other examples:
en.wikipedia.org/wiki/Bump_mapping
rendernode.com/creating-bump-maps-in-photoshop
http://3dmodeling4business.com
peachpit.com/articles/article.aspx?p=31330&seqNum=9
http://www.opengl-tutorial.org
learnopengl.com/Advanced-Lighting/Normal-Mapping
en.wikipedia.org/wiki/Normal_mapping
docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html
tutorials.cgrecord.net/2017/05/working-with-bumps-and-normal-mapping.html
cgcookie.com/articles/normal-vs-displacement-mapping-why-games-use-normals
gamegeniuscouk.wordpress.com/2018/06/26/what-is-a-normal-map
en.wikipedia.org/wiki/Displacement_mapping
cggallery.com/tutorials/displacement
cgcookie.com/articles/normal-vs-displacement-mapping-why-games-use-normals
learnopengl.com/Advanced-Lighting/Parallax-Mapping
http://wiki.polycount.com/wiki/Parallax_Map
gamedev.net/articles/programming/graphics/a-closer-look-at-parallax-occlusion-mapping-r3262
youtube.com/watch?v=akyIJJ3el_Q
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
Geometry shader examples:
roystan.net/articles/grass-shader.html
github.com/chenjd/Unity-Miscellaneous-Shaders
Rendering Billboard Particle Smoke With Blender Cycles:
youtube.com/watch?v=tL0G5oOjdtk
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
Cem Yuksel, “Point Light Attenuation Without Singularity,” ACM SIGGRAPH 2020 Talks, 2020.
youtube.com/watch?v=wzIcjzKQ2BE
http://www.cemyuksel.com/research/pointlightattenuation
Eric Heitz, Jonathan Dupuy, Stephen Hill, and David Neubelt. 2016. Real-time polygonal-light shading with linearly transformed cosines. ACM Trans. Graph. (SIGGRAPH 2016) 35, 4, Article 41 (July 2016), 8 pages.
eheitzresearch.wordpress.com/415-2
Marc Stamminger and George Drettakis. 2002. Perspective shadow maps. ACM Trans. Graph. 21, 3 (July 2002), 557–562.
https://www-sop.inria.fr/reves/Basilic/2002/SD02/
Simon Kozlov, Perspective Shadow Maps: Care and Feeding, GPU Gems, 2004.
developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch14.html
Eric Heitz, Stephen Hill, and Morgan McGuire. 2018. Combining analytic direct illumination and stochastic shadows. In Proceedings of I3D '18.
eheitzresearch.wordpress.com/705-2
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
More information on mesh colors:
http://www.cemyuksel.com/research/meshcolors
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
More information on mesh colors:
http://www.cemyuksel.com/research/meshcolors
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full Playlist: youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
2020 Houdini Film & TV Reel: youtube.com/watch?v=9yYh283DVWw
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
https://graphics.cs.utah.edu/research/projects/volumetric-restir/
Nghia Truong, Cem Yuksel, Chakrit Watcharopas, Joshua A. Levine, Robert M. Kirby, "Particle Merging-and-Splitting," IEEE Transactions on Visualization and Computer Graphics, 2021
To be presented at SCA 2021: computeranimation.org/program.html
Project page: https://dqlin.xyz/pubs/2021-hpg-HOI/
Daqi Lin, Larry Seiler, Cem Yuksel, "Hardware Adaptive High-Order Interpolation for Real-Time Graphics," Computer Graphics Forum (Proceedings of HPG 2021), 40, 8, 2021.
* Wolfgang Straßer Best Paper Award, 2nd place
Abstract:
Interpolation is a core operation that has widespread use in computer graphics. Though higher-order interpolation provides better quality, linear interpolation is often preferred due to its simplicity, performance, and hardware support. We present a unified refactoring of quadratic and cubic interpolations as standard linear interpolation plus linear interpolations of higher-order terms and show how they can be applied to regular grids and (triangular/tetrahedral) simplexes Our formulations can provide a significant reduction in computation cost, as compared to typical higher-order interpolations and prior approaches that utilize existing hardware linear interpolation support to achieve higher-order interpolation. In addition, our formulation allows approximating the results by dynamically skipping some higher-order terms with low weights for further savings in both computation and storage. Thus, higher-order interpolation can be performed adaptively, as needed. We also describe how relatively minor modifications to existing GPU hardware could provide hardware support for quadratic and cubic interpolations using our approach for both texture filtering operations and barycentric interpolation. We present a variety of examples using triangular, rectangular, tetrahedral, and cuboidal interpolations, showing the effectiveness of our higher-order interpolations in different applications.
Abstract: Robustly handling collisions between individual particles in a large particle-based simulation has been a challenging problem. We introduce particle merging-and-splitting, a simple scheme for robustly handling collisions between particles that prevents inter-penetrations of separate objects without introducing numerical instabilities. This scheme merges colliding particles at the beginning of the time-step and then splits them at the end of the time-step. Thus, collisions last for the duration of a time-step, allowing neighboring particles of the colliding particles to influence each other. We show that our merging-and-splitting method is effective in
robustly handling collisions and avoiding penetrations in particle-based simulations. We also show how our merging-and-splitting approach can be used for coupling different simulation systems using different and otherwise incompatible integrators. We present simulation tests involving complex solid-fluid interactions, including solid fractures generated by fluid interactions.
Publisher's page: http://dx.doi.org/10.1109/TVCG.2021.3093776
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/
School of Computing, University of Utah.
Full playlist: youtube.com/playlist?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh
Course website: https://graphics.cs.utah.edu/courses/cs4600/fall2020/


