Ask Slashdot: What Is the Latest and Greatest In Computer Graphics Research?
OpenSourceAllTheWay writes: In the world of 2D and 3D Visual Content Creation, new tricks that ship with commercial 2D or 3D software are almost always advertised as "fantastically innovative". But when you do some digging as to who precisely invented the new "trick" or "method" and when, you often find that it was first pioneered many many years ago by some little known computer graphics researcher(s) at a university somewhere. Case in point, a flashy new 3D VR software that was released in 2018 was actually based around a 3D calculation method first patented almost 10 years ago. Sometimes you even find that the latest computer graphics software tricks go back to little-known computer graphics research papers published anywhere from 15 to 25 years ago. So the question: What, in mid-2018, is the latest and greatest in 2D or 3D computer graphics research? And which academic/scientific publications or journals should one follow to keep abreast of the latest in computer graphics research?
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We stapled a skunk to the head of a Russian owned traitor and spray painted him orange, so he would blend in with the uneducated racists who betrayed their country by voting for him.
If you're looking for the great classics in computer graphics, many not so little-known graphics papers are in SIGGRAPH proceedings.
https://en.wikipedia.org/wiki/...
Starting in 2003, all SIGGRAPH papers are published in ACM TOG
https://en.wikipedia.org/wiki/...
It seems to me the biggest trends this year involve accurate 3D scanning tools which eliminate tedious low polygon approximations. The latest engines are fantastic but without proper modeling and texturing stock, there isn't much point.
Computer research has hit a wall and there isn't much going on at this point. This is why the computer you use today is about the same as the one you used 10 years ago. Essentially what we have now is what we will have 10 years from now as well. You will see incremental improvements year over year though.
Ray driving is similar to ray marching except high performance sports cars are used instead of slow moving army dudes.
Every time I see a thread about the latest/greatest in computers or graphics, I always think of this Dilbert from 1995.
It must have been something you assimilated. . . .
Here http://kesen.realtimerendering... This truly helpful fellow collects nigh every paper from every conference covering such in an easily browsable site. The only 2 things not covered are here http://gdcvault.com/ and here http://advances.realtimerender...
If all you want is to be able to browse the latest graphics research papers in a convenient fashion, the #1 site to go to is Ke-Sen Huang's page. Every paper released at every major conference from the past 10 to 20 years is there, with links to everything you'd want: ACM reference page, free access preprint if available, website for the paper if available, etc. It's an amazing resource and something you just have to have bookmarked.
If you want something more curated, it becomes trickier, but a fun way of doing it is to look for the "technical papers preview" videos online for SIGGRAPH. A fairly long-standing tradition of that particular conference is to kick off the whole thing with a very short, usually humorous blurb of every technical paper being presented that year, done by the authors of each paper, in one giant marathon session on the first day. Each paper gets like 30 seconds to pitch its idea and show it off visually, and while you can't find the full 2-3 hour presentation that contains all of them, there's usually a shortened version online with some interesting/promising examples.
Haven't you heard of Qbit Blockchain Deep-Learning Microservice Serverless 4D.js Rendering?
Table-ized A.I.
How about you just Google this?
Who cares about this little niche called GPUs?
Any advance in hardware is taken up by mining, leaving research for graphics a hardware generation behind.
Just check the Latest Siggraph papers.
Takes a year or two to be assimilated
does mining cryptocurrency count?
Lame.
If your standard is "essentially the same", then why stop there? Your computer in 2008 is essentially the same as your computer in 1998, which is essentially the same as your computer in 1988, which is essentially the same as your computer in 1978. I'll stop there, although if I was willing to push the point I could keep going.
If you had said that Dennard Scaling has slowed down you would have been on solid ground. However my computer of today is much improved upon the 2008 model, and thank goodness you aren't responsible for purchasing my computers.
Distance fields as primary objects may change how we do a lot of computing both in and out of the graphics domain.
http://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm
Windows 10 will soon have the GPU ability to play solitaire.
I'm curious as to why no one mentioned anything about voxels, volumetric video, light-fields, or photogrammetry.
I'm not an academic researcher, but from what I can tell, you can basically thank Lytro, 8i, and Depthkit for the latest in "3D camera" tech: http://www.depthkit.tv/
Lytro was bought by google recently, so who knows where that's headed... As for voxels: https://www.atomontage.com/
I think that the next frontier of graphics will be taking the whole planet and sticking it in a graphics engine using volumetric capture, and represented by voxels instead of polygons. Polygons are hitting their upper limit of usefulness, as the amount of complexity involved with creating more realistic images is very high, and increases in GPU power are yielding smaller and smaller improvements in graphical quality over time. Its possible that voxels will be the best way to overcome this. But I'm sure you all will tell me how I'm wrong :)
See http://www.connellybarnes.com/work/ and the references therein.
See http://www.connellybarnes.com/... and the references therein.
Does this also cover what goes into movies?
If you're more into math and art than optimization tricks, check out Bridges.
(I (re)?discovered math art about 3 years ago, and it sort of reminded me of the early 90s demoscene, except this time it's for grownups. I got into Bridges as soon as I heard of it, and it's my third year taking part in some way; there's also an art exhibition and a short film festival for those of us who'd rather just show off what they do instead of giving lectures.)
Escher was the first MC and Giger invented the HR department.
Delaunay triangulation was invented before the digital computer... He wrote the original paper in french while living in Russia. Or maybe the other way around. One thing that is weird is that delaunay of dimension n is associated with a hull of dimension n minus 1 .. For the same set of points. That is probably useful in some way we havent found out yet... So in thw matter of a few weeks this useless fact will become cutting edge simply because of human society and culture. In that sense we have no idea what is truly truly new...
"Case in point, a flashy new 3D VR software that was released in 2018 was actually based around a 3D calculation method first patented almost 10 years ago"
Where's the case you are making your point with so the rest of us can see what you are talking about?
Why is this not closed yet like that moronic Stack Exchange-like servers as being too broad and out of scope or whatever fucking crap their dickwad mods conjure up
as soon as i can afford to upgrade my own card to something made in the last five years.
Photogrammetry software is very cool, I dod not know this type of algorithms are possible.
> In the world of 2D and 3D Visual Content Creation, new tricks that ship with commercial 2D or 3D software are almost always advertised as "fantastically innovative".
That's the marketing department. It's what they do. For a living.
Pro tip: If you're interested in the real thing, stop reading press releases and turn to academic papers (although some of them are press releases too, so navigate carefully).
A lot of more recent Graphics papers (mostly Image Processing, actually) are using Convolutional Neural networks to do various things. There has been a lot of low hanging fruit in the areas of denoising, and various image manipulation techniques, so results in those areas have been transformed in the last few years.
One such "hot" area that has application in the broader area of computer graphics, is the denoising of path traced images. Path tracing uses stochastic light bouncing techniques to produce a highly accurate image (in terms of lighting effects), but these images are noisy (due to the stochastic nature of the rendering process), requiring a large amount of samples to "average away" the noise, and hence being slow to render. Neural networks can learn to remove the noise from such images, potentially allowing for photorealistic images to be created extremely rapidly, perhaps even in realtime. In my view, this is the most exciting "game changing" area in graphics at the moment.
The most destructive creatures in the universe. Spent all their time inventing new ways to destroy things and generally make a nuisance of themselves.
It is probably a good thing they all drowned when the ice caps melted after the self inflicted global warning.
The most significant jump in graphical improvement was from a Voodoo card. Since then, everything has been seemingly incremental in comparison.
It's a perfect time for being wasted.
A perfect time to watch the stars.
- Burden Brothers, "Beautiful Night"
SIGGRAPH is the ACM computer graphics research conference. You won't find anything more cutting edge. Each year they produce a video "SIGGRAPH $YEAR : Technical Papers Preview Trailer". This is exactly what the OP was looking for. Here's 2017's video:
https://www.youtube.com/watch?...
Oh thats easy.
Follow John Carmack on Twitter !
Hivemind harvest in progress..
The really fundamental advances take a long time to be fully explored. There is little significant that doesn't build upon earlier work.
Check out Conformal Geometric Algebra, which is the basis for the company Geomerics' Enighten software for real-time global radiosity lighting for games. (Now part of ARM / Silicon Studio).
See the lectures linked from the first link, in particular lecture 7 on CGA. These are by Chris Doran, one of the founders of Geomerics, a member of the Cambridge GA group. Also see Leo Dorst's GAviewer CGA tutorial for interactive visualization and a better idea how this can be used in computer graphics. GA is also a lingua franca for physics and simulation that subsumes vector algebra, imaginary numbers, homogeneous coordinates, quaternions and a zillion ad-hoc hacks that have made graphics far more complicated than it needs to be. The papers in the field are nearly all written to be understood and require little background knowledge.
"Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
They are doing a lot of interesting things at NVIDIA...
https://www.nvidia.com/en-us/research/computer-graphics/
Iâ(TM)m very fond of their recent paper at I3D with Lucasfilm and Unity on using low sample-count ray tracing with denotising to get rid of speckly artifacts and combining it with traditionally lit objects in a clever way.
Itâ(TM)s really slick.
http://research.nvidia.com/publication/2018-05_Combining-Analytic-Direct
it used to be that the actual "graphics" was the limiting factor in "peoples minds" now with the textures and engines the realism has got to the point the limitation is the way in which things move
for example https://www.youtube.com/watch?v=uFJvRYtjQ4c
https://github.com/sebastianstarke/AI4Animation
regards
John Jones