All the dates are for the Czech course
Playlist
for the lectures (2021/2022).
Old playlist
for the labs (2023/24) (Note: some organizational and technical details may have changed)
Course content, additional sources, Ray-tracing principles revisited.
Video:
Lecture 1 (2021/22).
Credit system, programming environment (C# environment,
Git repository RT007, MS Visual Studio),
Git repository RT004,
ray-tracing example: 048rtmontecarlo-script.
Video:
Lab 1 (2023/24) – lab credit,
demo, RT004 repository, steps and checkpoints.
Shading basics, continuous shading. Definition of BRDF,
physics, general BRDF concepts...
Video:
Lecture 2 (2021/22).
Lab credit details, more about the RT004 repo. See
lab page for details.
Video:
Lab 2 (2023/24) –
shading interpolation demo, more RT004 details: Checkpoint 2 I
General BRDF concepts revisited, Fresnel functions, microfacet models:
Cook-Torrance, Oren-Nayar, looking for better microfacet distributions
D(h) and geometric factors G, Lafortune's lobe model, Schlick's improvements,
subsurface scattering...
Video:
Lecture 3 (2021/22).
Shading interpolation demo (Gouraud, Phong).
Ray-tracer implementation: Camera (primary ray generator),
Solid/Shape (ray representation, intersection computation...)
Video:
Lab 3 (2023/24) – RT004:
Checkpoint 2 II
Ray-scene intersection basics: planar shapes, convex polyhedron, implicit and algebraic surfaces,
general and rotational quadrics, sphere (geometric solution), torus, surface of revolution,
CSG representation. Bezier surfaces: Geometric method (Newtonish), De Casteljau subdivision...
Video:
Lecture 4 (2021/22).
Ray-tracer implementation: Solid/Shape revisited (primary computation
vs. additional data = normal vector, TXT coordinates...),
BRDF & materials (cooperating objects, materials are associated with
scene objects/nodes as attributes...),
light sources (point/directional).
Video:
Lab 4 (2023/24) – RT004:
intersections, attributes...
Classification of acceleration techniques, bounding solid, bounding efficiency,
bounding-volume-hierarchy (BVH), efficiency and construction,
SAH heuristics. Space dividing methods: grid, 3DDDA, octree, KD-tree, subdivision
approaches, adaptive tree pass.
Briefly: directional acceleration techniques, cube directory, light buffer,
ray coherency, projection plane directory, generalized rays.
Ray-tracing on GPU, RTX.
Video:
Lecture 5 (2021/22).
Intersections ray vs. triangle, ray vs. AABB box...
Textures in ray-tracing – 2D and 3D textures, table (bitmap) vs. procedural texture,
table interpolations. "Bump-texture" (normal map), stochastic textures - introduction.
Video:
Lecture 6 (2021/22).
Hierarchy, atttributes, instancing, acceleration.
More notes on OOP and shadows, recursive ray-tracing (shade()
function). New scene example (120° viewing angle).
Texture filtering examples, simple bump-texture example.
Acceleration structures in scene graph (revisited).
Video:
Lab 5 (2023/24) – RT004:
Lab 6 (2023/24) – RT004:
acceleration integration revisited, intersection algorithms (AABB and triangle).
Synthetic noise functions (white noise, interpolation and convolution methods), Perlin noise, Lewis sparse
convolution, turbulence, application of noise functions in texture synthesis: wood, marble.
More applications of noise functions (water surface simulation, flame simulation).
Video:
Lecture 7 (2021/22).
Perlin noise demo, scene graph, hierarchical transformations, "Flat" graph storage
Video:
Lab 7 (2023/24) – Perlin
noise, RT004: scene graph, hierarchival transformations, flat storage...
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).
Video:
Lecture 8 (2021/22).
Anti-aliasing and sampling examples?
Copyright (C) 2001-2025 J.Pelikán, last change: 2025-03-26 23:21:43 +0100 (Wed, 26 Mar 2025)