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Teapot Rendering Competition Cem Yuksel University of Utah [email protected] Ian Mallett (TRC 2017 winner) Laura Marie Lediaev (TRC 2015 winner) Laura Marie Lediaev (TRC 2014 winner) Figure 1: Winners of a few Teapot Rendering Competition events at the University of Utah. CCS CONCEPTS Computing methodologies Ray tracing; KEYWORDS Ray tracing, course assignment, competition, Utah teapot. ACM Reference Format: Cem Yuksel. 2018. Teapot Rendering Competition. In Proceedings of SIG- GRAPH ’18 Educator’s Forum. ACM, New York, NY, USA, 2 pages. https: //doi.org/10.1145/3215641.3215655 1 INTRODUCTION Teapot Rendering Competition (TRC) is the final assignment of the graduate-level “Ray Tracing for Graphics” course at the University of Utah. In this course, students develop their own renderers using ray tracing, following a series of assignments throughout a semes- ter. This final assignment gives students a chance to explore the kind of visually-appealing images they can produce using the ren- derers they develop and share them with their classmates and the local community. Examples of award-winning images from Teapot Rendering Competition events are shown in Figures 1 and 2. 2 COURSE DETAILS “Ray Tracing for Graphics” is a semester-long course that covers the fundamentals of rendering in the context of ray tracing. It is a project-heavy course, in which students implement their own renderers starting from scratch. The course meets twice a week for lectures and almost every week includes a new project deadline. Each one of the 13 assignments in this course is designed to assist students to implement new features into their renderers. Starting Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). SIGGRAPH ’18 Educator’s Forum, August 12-16, 2018, Vancouver, BC, Canada © 2018 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-5884-2/18/08. https://doi.org/10.1145/3215641.3215655 Table 1: Metadata in tabular format. Summary Rendering competition of scenes designed and rendered by students using their own renderers Learning Outcomes Students learn to present their images and the rendering features they implemented Classification Rendering Audience Both graduate and undergraduate students Dependencies Renderer programming knowledge Prerequisites Builds on all prior assignments in the class Strengths Students enjoy presenting their work Weaknesses There is limited time for preparation Variants Unlimited design options for the scenes Assessment Technical capabilities and esthetics with simple ray-sphere intersection, the project assignments cover a range of fundamental topics, from the basics all the way to global illumination methods. Students complete all of these projects within the span of 15 weeks, including a week-long semester break in the middle. Stu- dents are highly encouraged (but not required) to use C++ for their implementations. A substantial amount of C++ source code is given with each project assignment, including basic classes for vector and matrix algebra, storage classes for rays, hit information, camera parameters, and scene data, and base classes that define interfaces between various components, such as scene objects, lights, and materials. However, students are not given a full renderer code with missing pieces that they are asked to fill in. The source code included with each project assignment is designed to make it easier for students to implement the project by concentrating on the core rendering components of the assignment and to ensure that stu- dents use a proper code structure, such that they can continue to build on their implementations by adding new features throughout the semester. Students must develop the core structure of their renderers, thus learning the basics of renderer design, in addition to implementing all core rendering features. Therefore, students can rightfully claim ownership of the renderers they develop, even

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Page 1: Teapot Rendering Competition - Cem Yuksel · 2018-06-16 · Teapot Rendering Competition Cem Yuksel University of Utah cem@cemyuksel.com Ian Mallett (TRC 2017 winner) Laura Marie

Teapot Rendering CompetitionCem Yuksel

University of [email protected]

Ian Mallett (TRC 2017 winner) Laura Marie Lediaev (TRC 2015 winner) Laura Marie Lediaev (TRC 2014 winner)Figure 1:Winners of a few Teapot Rendering Competition events at the University of Utah.

CCS CONCEPTS• Computing methodologies→ Ray tracing;

KEYWORDSRay tracing, course assignment, competition, Utah teapot.ACM Reference Format:Cem Yuksel. 2018. Teapot Rendering Competition. In Proceedings of SIG-GRAPH ’18 Educator’s Forum. ACM, New York, NY, USA, 2 pages. https://doi.org/10.1145/3215641.3215655

1 INTRODUCTIONTeapot Rendering Competition (TRC) is the final assignment of thegraduate-level “Ray Tracing for Graphics” course at the Universityof Utah. In this course, students develop their own renderers usingray tracing, following a series of assignments throughout a semes-ter. This final assignment gives students a chance to explore thekind of visually-appealing images they can produce using the ren-derers they develop and share them with their classmates and thelocal community. Examples of award-winning images from TeapotRendering Competition events are shown in Figures 1 and 2.

2 COURSE DETAILS“Ray Tracing for Graphics” is a semester-long course that coversthe fundamentals of rendering in the context of ray tracing. It isa project-heavy course, in which students implement their ownrenderers starting from scratch. The course meets twice a week forlectures and almost every week includes a new project deadline.Each one of the 13 assignments in this course is designed to assiststudents to implement new features into their renderers. StartingPermission to make digital or hard copies of part or all of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor profit or commercial advantage and that copies bear this notice and the full citationon the first page. Copyrights for third-party components of this work must be honored.For all other uses, contact the owner/author(s).SIGGRAPH ’18 Educator’s Forum, August 12-16, 2018, Vancouver, BC, Canada© 2018 Copyright held by the owner/author(s).ACM ISBN 978-1-4503-5884-2/18/08.https://doi.org/10.1145/3215641.3215655

Table 1: Metadata in tabular format.

Summary Rendering competition of scenes designed andrendered by students using their own renderers

LearningOutcomes

Students learn to present their images and therendering features they implemented

Classification RenderingAudience Both graduate and undergraduate studentsDependencies Renderer programming knowledgePrerequisites Builds on all prior assignments in the classStrengths Students enjoy presenting their workWeaknesses There is limited time for preparationVariants Unlimited design options for the scenesAssessment Technical capabilities and esthetics

with simple ray-sphere intersection, the project assignments covera range of fundamental topics, from the basics all the way to globalillumination methods.

Students complete all of these projects within the span of 15weeks, including a week-long semester break in the middle. Stu-dents are highly encouraged (but not required) to use C++ for theirimplementations. A substantial amount of C++ source code is givenwith each project assignment, including basic classes for vector andmatrix algebra, storage classes for rays, hit information, cameraparameters, and scene data, and base classes that define interfacesbetween various components, such as scene objects, lights, andmaterials. However, students are not given a full renderer codewith missing pieces that they are asked to fill in. The source codeincluded with each project assignment is designed to make it easierfor students to implement the project by concentrating on the corerendering components of the assignment and to ensure that stu-dents use a proper code structure, such that they can continue tobuild on their implementations by adding new features throughoutthe semester. Students must develop the core structure of theirrenderers, thus learning the basics of renderer design, in additionto implementing all core rendering features. Therefore, studentscan rightfully claim ownership of the renderers they develop, even

Page 2: Teapot Rendering Competition - Cem Yuksel · 2018-06-16 · Teapot Rendering Competition Cem Yuksel University of Utah cem@cemyuksel.com Ian Mallett (TRC 2017 winner) Laura Marie

SIGGRAPH ’18 Educator’s Forum, August 12-16, 2018, Vancouver, BC, Canada Cem Yuksel

Justin Alain Jensen (TRC 2017) Nathan Vollmer Morrical (TRC 2017) Ian Mallett (TRC 2014) Venkata Kushal Ponnam&Victor Castro (TRC 2015)

Figure 2: Example award winners from Teapot Rendering Competition events.

though their implementations typically contain substantial amountof code that is given to them.

Lectures also include detailed discussions of previous projectassignments, which help students discover and fix any problemswith their implementations. Nonetheless, even with the help of thesource code provided with each assignment and the discussionsduring lectures, completing a full renderer within 15 weeks is nota simple task. Therefore, during the semester, students typicallydo not spend much time exploring the kind of images they canproduce with their renderers. One of the fundamental goals of thefinal project is to give students a chance to produce something newand interesting with their renderers and truly enjoy what they haveaccomplished.

3 REQUIREMENTSTeapot Rendering Competition is the final project of this course.Unlike other projects in the course that require specific features tobe implemented, the final project does not include any softwaredevelopment requirements, thought students are free to improvetheir renderers. What is required is that they design an originalscene and render it with their own software. In particular, the finalproject has the following three simple requirements:

1. The scene must be original.2. It must contain at least one visible Utah teapot model.3. The images/videos must be generated using the renderer

developed by the student.

Students are instructed to design a scene that demonstrates thetechnical capabilities of their renderers, but there are no require-ments regarding the specific features they should present. Externalassets are permitted, as long as there are no copyright violations.

Since students must use their own renderers, TRC can be consid-ered a programming competition. However, during the competitionstudents present the original images they design and render, nottheir code. Therefore, TRC can also be considered an art competi-tion. Nonetheless, the main goal of the competition is to enjoy theprocess of rendering visually-appealing images and sharing themwith others.

4 PARTICIPATIONBecause this competition inherently contains a substantial art com-ponent and most students taking the course do not have a strongart background, collaboration with others is permitted and highly

encouraged. There are no restrictions about the collaborators stu-dents can choose, as long as the images and videos presented in thecompetition are original and rendered using the software developedby the student.

The competition is also open to students who have taken thecourse in past years. After students have taken the course anddeveloped their renderers, they can participate in the future compe-titions. Students presently taking the course, however, are requiredto participate.

Allowing students from previous years to participate in thiscompetition may give them an unfair advantage. After all, studentspresently taking the course have a very limited time to preparefor the competition, as it takes place a little over a week after theprevious project assignment deadline. Students from previous years,however, have much more time to prepare for the competition. Yet,students presently taking the course can also enjoy the same unfairadvantage, if they decide to participate in the following years. Thisbrings students, who have taken the course over multiple years,together, and gives them a chance to enjoy each other’s efforts. Italso allows students who wish to have more time to prepare for thecompetition to get this chance in the upcoming years.

5 COMPETITIONDuring the competition students are given a limited time to presenttheir images and videos to an audience of students, faculty, andlocal graphics professionals and enthusiasts. They tell the storiesbehind the scenes they have designed and highlight various featuresof their renderers that are needed for generating the visuals theypresent.

The competing pieces are judged separately by a jury of pro-fessors and computer graphics professionals, students presentlytaking the course, and all members of the audience, resulting inthree categories of awards: Juror Choice Awards, a Student ChoiceAward, and an Audience Choice Award. The winner of the compe-tition is chosen by the jury. If the winner is not a student who ispresently taking the course, a Best in Class Award is given as well.

6 CONCLUSIONTeapot Rendering Competition is a festive event that brings togetherpeople of all ages who enjoy computer graphics, commemoratingthe famous Utah Teapot with dazzling visuals. It is certainly thehighlight of the course and one of the important events of the yearfor people who attend it regularly. Therefore, the competition isheld even when the course is not offered.