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Ask Slashdot: What Is the Latest and Greatest In Computer Graphics Research? 95

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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Ask Slashdot: What Is the Latest and Greatest In Computer Graphics Research?

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  • ACM TOG & SIGGRAPH (Score:5, Informative)

    by craighansen ( 744648 ) on Tuesday May 29, 2018 @04:10PM (#56695610) Journal

    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/... [wikipedia.org]

    Starting in 2003, all SIGGRAPH papers are published in ACM TOG

    https://en.wikipedia.org/wiki/... [wikipedia.org]

  • Every time I see a thread about the latest/greatest in computers or graphics, I always think of this Dilbert [dilbert.com] from 1995.

  • Simple (Score:5, Informative)

    by Thompson ( 5142755 ) on Tuesday May 29, 2018 @04:17PM (#56695658)
    Here http://kesen.realtimerendering... [realtimerendering.com] 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/ [gdcvault.com] and here http://advances.realtimerender... [realtimerendering.com]
    • 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

  • Uncurated resource (Score:4, Informative)

    by Nemyst ( 1383049 ) on Tuesday May 29, 2018 @04:23PM (#56695694) Homepage
    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 [realtimerendering.com]. 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.
  • by Tablizer ( 95088 ) on Tuesday May 29, 2018 @04:26PM (#56695704) Journal

    Haven't you heard of Qbit Blockchain Deep-Learning Microservice Serverless 4D.js Rendering?

  • Mining happened (Score:2, Interesting)

    by xack ( 5304745 )
    Any advance in hardware is taken up by mining, leaving research for graphics a hardware generation behind.
  • by Anonymous Coward

    does mining cryptocurrency count?

  • If you're more into math and art than optimization tricks, check out Bridges [bridgesmathart.org].

    (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.)

  • 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
    • It's not closed because the secret cabal that runs Slashdot wants to piss you off. Thank you for letting us know how well it's working.
  • by taylorius ( 221419 ) on Wednesday May 30, 2018 @03:55AM (#56697772) Homepage

    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 significant jump in graphical improvement was from a Voodoo card. Since then, everything has been seemingly incremental in comparison.

  • 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?... [youtube.com]

  • by Barryke ( 772876 ) on Wednesday May 30, 2018 @08:22AM (#56698584) Homepage

    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?

    Oh thats easy.
    Follow John Carmack on Twitter [twitter.com] !

  • 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 [cam.ac.uk], which is the basis for the company Geomerics' [siliconstudio.co.jp] 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 D

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