Computer Graphics II – current information (2018/2019)

Lecture: every THURSDAY AT 9:00 in S9 room (Malá Strana)
(Czech version is on Thursday at 12:20 in S9)

Labs: every other THURSDAY AT 15:40 (starting on 28. 2. 2019) in the SW2 lab (ground floor)

Lecture plan

Lecture #1 (21. 2. 2019)

Introduction, literature, shading and ray-tracing revisited

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

Lecture #2 (28. 2. 2019)

More reflectance models

General BRDF concepts, Fresnel functions, up to microfacet models (Cook-Torrance).

Lab #1 (28. 2. 2019)

Credit system, tasks, programming environment (C# environment, SVN repository grcis, MS Visual Studio), GrCis repository, ray-tracing example: 048rtmontecarlo.
Ray-based renderer architecture I (interfaces and core classes: RayScene, IIntersectable, IImageFunction, IRenderer, ISolid, ..)
Ray-tracing in GrCis (PDF slides)

Lecture #3 (7. 3. 2019)

Reflectance models

Microfacet models: Cook-Torrance, Oren-Nayar, looking for better microfacet distributions D(h) and geometric factors G, Lafortune's lobe model, Schlick's improvements

Lecture #4 (14. 3. 2019)

Ray-scene intersections

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.

Lab #2 (14. 3. 2018)

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

Task 022: 360°/180° equirectangular camera

Lecture #5 (21. 3. 2019)

Acceleration of R-T

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]

Lecture #6 (28. 3. 2019)

Textures and noise functions

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).


Copyright (C) 2001-2019 J.Pelikán, last change: 2019-03-14 12:04:18 +0100 (Thu, 14 Mar 2019)