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.

Current members: Prof. Morgan McGuire, Jamie Lesser '17, Zander Majercik '17, Yitong Tseo '17, Kenny Jones '16, Cole Erikson '16

Current collaborators: David Luebke (NVIDIA), Chris Wyman (NVIDIA), Peter Shirley (NVIDIA), Derek Nowrouzezahrai (McGill), Michael Mara (Stanford), Carsten Benthin (Intel)

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...]

Phenomenological Transparency, McGuire and Mara, TVCG 2017 (to appear)

Invited followup to the I3D'16 paper. Extends that algorithm with higher performance compositing, saturation bias correction, ambient occlusion for partial coverage surfaces, and volumetric/participating media results.

Peering into a Glass, Darkly, at the Future of Real-Time Transparency, McGuire, SIGGRAPH 2016

A primer on the physical and sampling theory bases of transparency effects, survey of leading methods, and agenda for future preproduction and academic research.

Deep G-Buffers for Stable Global Illumination Approximation, McGuire, Mara, Nowrouzezahrai, and Luebke, HPG 2016

We show how to compute a robust layered-depth G-buffer efficiently using new GPU features. We then use it for stable ambient occlusion, radiosity, and screen-space ray tracing.

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, presented at I3D 2016

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.

All Papers...