Lecture: every MONDAY AT 14:00 in S4 room (Malá Strana)
Labs: every other MONDAY AT 15:40 (starting on 27. 2. 2017) in the SW1 lab (Rotunda)
Course content, additional sources, ray-tracing basics
Phong shading model, shading interpolation, general BRDF concepts
Credit system, tasks, programming environment (C# environment,
SVN repository grcis, MS Visual Studio),
ray-tracing example: 048rtmontecarlo.
Ray-based renderer architecture I (interfaces and core classes: RayScene, IIntersectable, IImageFunction, IRenderer, ISolid, ..)
Ray-tracing in GrCis (PDF slides)
Microfacet models: Cook-Torrance, Oren-Nayar, looking for better microfacet distributions D(h) and geometric factors G
Shadow maps, shadow buffer, volumetric shadows.
Ray-scene intersection basics: planar shapes, convex polyedr, implicit and algebraic surfaces, general and rotational quadrics, sphere (geometric solution), toroid, sorface of revolution, CSG representation.
Ray-based renderer architecture II (Intersection, ISolid, IReflectanceModel, IMaterial)
Spline surfaces, Bezier surfaces: subdivision, Newtonian iteration. Classification of speedup techniques, bounding solid, bounding efficiency, bounding-volume-hierarchy (BVH), efficiency and construction, space dividing methods: grid, 3DDDA, octree, KD-tree, subdivision approaches, adaptive tree pass. [Directional speedup techniques, cube directory, light buffer, ray coherency, projection plane directory, generalized rays]
Textures in ray-tracing - 2D and 3D textures, table (bitmap) vs. procedural texture, table interpolations. "Bump-texture" (normal map), stochastic textures - introduction, synthetic noise functions (white noise, interpolation and convolution methods), Perlin noise, Lewis sparse convolution, turbulence, application of noise functions in texture synthesis: wood, marble.
Reflectance models and materials revisited (IReflectanceModel, IMaterial), Weidlich & Wilkie: Arbitrarily layered microfacet surfaces.
More applications of noise functions (water surface simulation, flame simulation).
Basics of sampling theory, anti-aliasing in R-T context, spatial/temporal alias, Anti-aliasing by numeric quadrature, sampling method survey (regular, random sampling, jittering, "N-rooks" sampling, Poisson disc sampling, Mitchell's algorithm, deterministic algorithms, adaptive sampling, supersampling criteria, practical examples
RT scene animation, ITimeDependent, AnimatedRayScene, 046cameranim, etc. How to encode video from individual frames.
Copyright (C) 2001-2017 J.Pelikán, last change: 2017-03-20 13:39:34 +0100 (Mon, 20 Mar 2017)