Creating visually convincing content, e.g. for movies or interactive
applications such as computer games involves a lot of manual work,
artistic skill and computational power. Ideally, however, users with
limited artistic skills and competence, should be enabled to produce
visually appealing content as well, in real-time and on every machine.
This talk will discuss four questions that are important when working
towards this goal:
Interactive (Global) Illumination: What is the fastest way to compute
light transport that might be incomplete or even incorrect but is
perceived as plausible?
Perceptual Graphics: How can image generation and manipulation benefit
from more refined models of human perception?
Non-physical and Artistic Graphics: In practice, intuitive control and
artistic freedom are a more pronounced bottleneck than physical accuracy
is. What interfaces will this require?
Data-driven graphics: Some laborious tasks carried out by digital
artists can only be performed because of their knowledge. How can such
esthetic knowledge be extracted from a virtual world and applied to
other 3D objects?