Faculty: Prof. Morgan McGuire Graphics Lab: TPL013

Computational Graphics is the science of enabling visual communication through computation. It is used in film, video games, medical imaging, engineering, and machine vision.

Williams has a world-class research program in computer graphics and offers several related undergraduate courses for students of all interests and experience.

Summer 2014 Graphics Lab members, in raster order: Dan Evangelakos '15, Prof. Morgan McGuire, Sam Donow '16, Mike Mara (NVIDIA) '12, Kelly Wang '16, and Jamie Lesser '17


Our Latest Research Results   [All Papers...]

A Phenomenological Scattering Model for Order-Independent Transparency, McGuire and Mara, I3D 2016

We extend the real-time Weighted, Blended Order-Independent Transparency algorithm with support for multiple scattering, wavelength-varying transmission, refraction, mixed-resolution particles, and colored shadows with caustics. We demonstrate real-time results on commodity hardware for desktop and virtual reality renderers.

CloudLight: A System for Amortizing IndirectLighting in Real-Time Rendering, Crassin, Luebke, Mara, McGuire, Oster, Sloan, and Wyman, JCGT 2015

This paper describes the CloudLight system for computing indirect lighting asynchronously on an abstracted, computational "cloud," in support of real-time rendering for interactive 3D applications on a mobile, virtual reality HMD, gaming desktop or other local client device.

Project Rocket Golfing, McGuire, iOS Video Game, 2015

Project Rocket Golfing is a game of space travel and discovery with simple touch-and-drag gameplay. It contains an infinite, procedurally-generated universe. The further you explore, the more that the game changes. You'll encounter new game features as you reach more distant galaxies. Find ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more.

Aggregate G-Buffer Anti-Aliasing, Crassin, McGuire, Fatahalian, and Lefohn, I3D 2015
2nd Place, I3D'15 Presentation Awards

Multisample antialiasing computes pixel coverage at high resolution and shading at low resolution for efficient forward rendering without jagged edges or flickering. Deferred shading addresses the materials and lights combinatorial explosion and is more efficient for renderers that use a prepass. These techniques are inherently incompatible. We present a solution that allows high-resolution sampling of coverage and materials, but aggregates those samples into clusters for fast, deferred shading. Our technique has higher quality and lower space costs than 16x MSAA.

All Papers...