Faculty: Morgan McGuire Graphics Lab: TPL013

Computer Graphics is the science of enabling visual communication through computation. It is used in movies, medical imaging, video games, document layout, and machine vision.

Williams offers courses related to computer graphics as well as a casual monthly graphics colloquium, and has an active research program in which students can participate.

Latest Research Results

2008-06-01: New Yang Fan is Born non-photorealistic film to premire at Annecy International Film Festival in the NPAR 2008 Animation session.

Indirection Mapping for Quasi-Conformal Relief Texturing.
McGuire and Whitson. I3D 2008, February 2008

Heightfield terrain and parallax occlusion mapping (POM) are common rendering techniques in new games. They can be thought of as per-pixel and per-vertex relief methods. That relief creates texture stretch artifacts on steep slopes. We describe a new method of indirecting the texture parameterization to minimize these artifacts.

2007-12-19: New SuperShader implementation released that supports Parallax Occlusion Mapping.

A Fast, Small-Radius GPU Median Filter.
McGuire. ShaderX6 February 2008

We build a very fast median filter for today's GPUs, and explain how to port it to future GPUs and other data-parallel processors like DSPs and CPUs with vector instructions (e.g., MMX, SIMD). Our technique is inherently fast because it is designed with ideal characteristics for streaming parallel architectures. On a GeForce 8800 or comparable GPU, this optimized filter can process multiple 4096x4096 video sequences at over 100 fps, surpassing the previous best published method by a factor of 4 on a GPU and running hundreds of times faster than Photoshop.

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