UROP Proceedings 2020-21

School of Engineering Department of Computer Science and Engineering 141 Acceleration Techniques for Real-Time Rendering Supervisor: SANDER Pedro / CSE Student: DEMIRER Caner / COMP Course: UROP2100, Fall This work aims to improve the object-wise reprojection cache refresh method explored in the previous term. To this end, Variable Rate Shading is introduced to the rendering flow in order to have more granularity in the choice of cache refresh quality while making use of a recent GPU feature for additional performance gains. Currently the implementation of the latest ideas and their testing is still ongoing. There are some early findings that encourage further exploration of the technique. This paper elaborates on the method that is developed, the current status of the project, and ideas to further explore in order to further improve the results. Acceleration Techniques for Real-Time Rendering Supervisor: SANDER Pedro / CSE Student: HU Benran / DSCT Course: UROP1100, Spring Interactive demonstrations are effective teaching-assisting tools for introductory computer graphics courses. However, current existing demonstrations usually focus on few individual topics, while demonstrations for some concepts are rare. To address the issues, this project develops an interactive platform to illustrate the major concepts and techniques of rendering covered in introductory graphics courses. A unified scene is used to enable comparisons and experiments on combinations of different techniques. The project is developed based on an existing demonstration tool Metarenderer. Extended features include multiple fully configurable and controllable cameras; visualizations of culling, z-buffer and SSAA; demonstrations with adjustable parameters on texture mapping, procedural textures, light sources, shadow mapping, microfacet BRDF and precomputed radiance transfer. Acceleration Techniques for Real-Time Rendering Supervisor: SANDER Pedro / CSE Student: HU Benran / DSCT Course: UROP2100, Summer Virtual reality applications, due to their inherent requirements on latency and mobility, usually pose different challenges comparing to traditional applications in terms of rendering. This survey provides some insights into these issues and existing approaches. First, we introduce different forms of VR applications and the respective challenges exposed to them. Then, we give a brief overview of several types of solutions tackling the issues and related work. Despite the popularity and fast pace of development of this field, many unsolved technical problems remain. We finish by summarizing some limitations of these techniques and possible future directions.

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