42021 - Applications: Medical, Videogames (APJM)
- Type: Elective
- Semester: S3
- ECTS: 5
- Teaching Points: 12
- Offer: Annual
- Responsible Unit: LSI
- Responsible: Miquel Feixas, Mateu Sbert
- Language: English
- Requirements: Having coursed the Visualization and Modelling courses in semesters 1 and 2.
GOALS
The student will be presented with visualization applications. These applications may change each term. Current applications are medical imaging and videogames. This course aims at demonstrating how to integrate global illumination effects in a game-engine, the core of a video-game.
Both software and GPU based techniques will be considered. On the other hand, medical applications will deal with visualization of different parts of the human body as well as with suited interaction techniques and devices.
Both software and GPU based techniques will be considered. On the other hand, medical applications will deal with visualization of different parts of the human body as well as with suited interaction techniques and devices.
CONTENTS
- Pre-computation aided global illumination: finite-element methods, precomputed radiosity, PRT, local PRT, light path maps
- Simplified global illumination: obscurances and ambient occlusion
- Iterative global illumination methods on the GPU
- Multiple scattering in participating media.
- Input devices.
- Information representation.
- Segmentation, registration and visualization techniques applied to several organs and pathologies.
- Graphical interfaces for diagnosis and planning
DOCENT METHODOLOGY
- Theoretical lessons: students will be presented with the master lines for each topic, the most relevant ideas, and the connection between them and other speciality topics. The complementary materials will be specified, and will usually be from magazine publications.
- Personal work: studying, deepening in the covered topics with complementary materials and meetings with the teacher.
- Practical projects: done in labs, supervised during some time, but mainly consisting of the implementation of diverse algorithms.
EVALUATION METHODOLOGY
Students will be evaluated on their practical exercises and projects, solving of problems and presentations of complementary materials.
BIBLIOGRAPHY
- ShaderX4: Advanced Rendering Techniques, Editor Wolfgang Engel,Charles River Media.
- Iones A., Krupkin A., Sbert M., Zhukov S.: Fast realistic lighting for video games.
IEEE Computer Graphics and Applications 23, 3 (2003), 54–64.
RESOURCES
As there are no books that gather the state of the question, the basic resources will be articles published in magazines, which teachers will provide the students with. Access to the magazines in the library will be fundamental.
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