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straaljager edited this page Jan 31, 2018
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- Path tracing
- Global illumination
- Advanced shading
- Web UI
- Nodegraph editor
- iPython/JuPyter interface
- Web based
- Remote rendering
- Any client device
- Very large datasets
- Super high resolution
- Modules
- API
- Plug-ins for analysis
- Novel scientific rendering modes (electron microscopy, LFP, fluorescence microscopy, virtual MRI, …)
- OpenDeck
- 3D stereoscopy
- Head tracking
- Easier to maintain
- Increased team focus
- Decreased risk
- Client Server architecture
- Handle massive datasets: Out-of-core, LOD scheme (see e.g. VoxLOD) for very large datasets
- Modular approach
- Load balancing
- CPU and GPU based (CPU has highest priority)
- Network rendering
- Rich web based UI
- Python API (for Jupyter Notebooks)
- Node graph editor (see www.webglstudio.org for open source JS implementation) for easy “visual programming”
- Easy deployment with Docker (or OpenShift)
- Real-time streaming: jpegs + pngs, WebRTC (low priority)
- Support for multiple geometry primitives: cylinders, cubes (to visualize bounding boxes), spheres, triangles, splines, nurbs, subdivision surfaces
- Environment lighting
- Area lights
- Noise reduction
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- Cosine weighted importance sampling
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- Multiple Importance Sampling (Veach, see https://www.shadertoy.com/view/lsV3zV for interactive tutorial )
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- Stratified sampling (http://www.rorydriscoll.com/2009/01/07/better-sampling/)
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- Quasi Monte Carlo sampling (Sobol sampling, low discrepancy sampling, Cranley Patterson rotation)
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- Denoiser (machine learning)
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- Direct lighting + next event estimation
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- Russian roulette (noise reduction, kills rays with certain probability)
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- HDR environment map importance sampling
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- (Portals)
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- Efficient many lights rendering (light tree)
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- Bidirectional PT
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- VCM: vertex connection merging
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- Metropolis Light transport
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- Stratified sampling on area lights
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- glossy filter/clamp,
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- caustics filter/clamping
- Volume rendering
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- Exposure Render (volume rendering)
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- Volume irradiance caching (follow-up to Exposure render)
- Subsampling,
- Ray casting,
- AO mode
- Object ID mode
- Material mode
- Different rendering modes (simple ray casting, shadows only, AO mode, GI mode)
- Multiple camera views
- Camera: orthographic, perspective, panoramic, fisheye lense (microscope)
- Depth of field (camera aperture, focal distance)
- Surface + volume rendering + hybrid (see Exposure Render) (file format?)
- Efficient Dynamic BVH building (Selective rebuilding of BVH (keep static parts, rebuild dynamic ones)
- Arbitrary clipping planes
- Efficient transparency (investigate multi-hit ray traversal)
- Efficient rendering of thin geometry (fibres, branches -> also check multi-hit ray traversal: presentation and source code)
- Selective visibility of subsets of cells (requires dynamic BVH? Or per ray object ID checking?)
- Multi-scale rendering
- On-demand geometry streaming/paging,
- Out-of-core
- Level of detail rendering (see VoxLOD)
- Subdivision surfaces to increase tessellation for close-by compartments
- Tonemapping (Reinhard, “cinematic”)
- Post-processing effects: contrast, color saturation, brightness, exposure
- Instancing
- Advanced shaders: Subsurface scattering, Disney PBR shader, GGX
- Real-time anti-aliasing: adaptive supersampling, FXAA, something smarter?
- Stereoscopic 3D rendering
- Render region
- Colour maps
- Local Field Potential visualization (volume rendering?)
- Displacement mapping for adding more relief
- Spectral rendering for wavelength based effects
- Render passes (normal, diffuse, object Id, material ID, AO pass, direct/indirect diffuse, direct/indirect glossy): low priority, but useful for compositing
- Offline (batch) rendering for movies
- Animation: Define camera paths, animate simulation data
- Omnidirectional stereo camera
- OpenDeck camera
- VRPN tracking
- Topology viewer
- Local Field Potential rendering
- Visualize slices, sections, subsets of cells
- ….
- Spatiotemporal reprojection and rewarping
- Denoiser (with and without machine learning)
- ARCore experiments + lightfields
- Hololens experiment for realtime holographic rendering?
- Rendering Acceleration using deep learning algorithms (upscaling, reprojection, denoising, pix-2-pix, more efficient computing, neuromorphic SPiNNaker)
- Lightfield rendering (precomputed 3D, DOF effect as a post-process)
- Neuromorphic chips, FPGAs
- Filtering
- Investigate 2 TB AMD GPUs
- Novel scientific rendering modes (electron microscopy, LFP, fluorescence microscopy, virtual MRI, …
- Do we still need local rendering (WebGL based)? E.g. for single neuron morphologies? -> could use light fields instead, or