English lecture: ?? **MONDAY AT 10:40 in S4 room** (Malá Strana) ??

Czech lecture: every **THURSDAY AT 10:40 in S4 room** (Malá Strana)

Labs: **every THURSDAY AT 12:20** in the **SW1 lab** (ground floor, Rotunda)

Course content, additional sources, shading basics (Phong reflectance model, Gouraud and Phong shading), ray-tracing basics

Credit system, tasks, programming environment (C# environment,
SVN/Git repository grcis, MS Visual Studio),
GrCis repository,
ray-tracing example: `048rtmontecarlo-script`.

Ray-based renderer architecture I
(interfaces and core classes: RayScene, IIntersectable, IImageFunction, IRenderer,
ISolid, ..)

Ray-tracing in GrCis (PDF slides)

Phong shading revisited, shading interpolation, general BRDF concepts

Ray-based renderer architecture I –
IImageFunction, ICamera, ITimeDependent, Intersection, ISolid.
CS-script for scene definitions – the `048rtmontecarlo-script` project

Concept of the lab – semester project, credit system. See details here.

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, ...

Ray-based renderer architecture II
IReflectanceModel, IMaterial, Intersection, ISolid, ICamera [revisited],
CS-script for scene definitions (the `048rtmontecarlo-script` project)

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. Spline surfaces, Bezier surfaces: subdivision, Newtonian iteration.

Classification of acceleration 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 acceleration 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. 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

Distributed ray-tracing: glossy reflections and refractions, soft shadows, depth-of-foeld simulation, motion blur, light dispersion. Monte-Carlo quadrature, examples.

Basic radiometric terms, flux, radiance, irradiance, solid angles, BRDF, Kajiya's rendering equation. Problem discretization (FEM), system of linear equations for radiosity.

Monte-Carlo quadrature: introduction, primary, secondary estimate, variance, stratified sampling, importance sampling, combined estimators, ..

Random walks, Russian roulette, next-event estimation (NEE). Rendering equation revisited (Kajiya), path-tracing, bidirectional path-tracing, examples, [Duality in rendering theory, dual radiosity example].

The rest of MC rendering: Photon-mapping...

Copyright (C) 2001-2020 J.Pelikán, last change: 2020-05-11 05:48:18 +0200 (Mon, 11 May 2020)