Renderização Fotorrealista

Código:
16798
Ano:
3
Semestre:
S1
Créditos ECTS:
6
Carga Horária:
PL(30H)/T(30H)
Área Científica:
ENGENHARIA INFORMÁTICA
Learning outcomes:
The general objectives of this course unit are:

1) to equip students with the skills to generate photorealistic images for animated films, visual effects, or architectural visualization;
2) to equip students with skills in advanced 3D graphics techniques for realistic image synthesis.

Regarding the specific objectives of this course unit, upon completion of the learning process, students should be able to, at a minimum:

1) address the models describing how light interacts with different materials;
2) explain rendering equations and how to construct a ray tracer to solve them;
4) design and implement an advanced rendering system based on path tracing;
5) evaluate the strengths, weaknesses, and capabilities of various rendering algorithms.
Syllabus:
1) Introduction to Ray Tracing:
- Ray Tracing: Rendering equation, basic camera, and sphere intersection.
- Antialiasing and Normals: Edge smoothing and normal vector calculation.
- Materials and Light: Diffuse, metallic, and dielectric (glass/refraction) surfaces.
- Optics: Movable camera, depth of field (defocus blur).
2) Advanced Ray Tracing:
- Motion Blur: Introducing the time factor to simulate moving objects.
- Ray-Tracing Acceleration Structures.
- Textures and Perlin Noise: Image mapping and procedural textures.
- Light Sources: Implementing emissive materials and rectangular geometries for lighting.
- Spatial Transformations: Translation, rotation, and instantiation of 3D objects.
- Volumes and Fog: Rendering atmospheric effects and smoke.
3) Physically Based Rendering:
- Monte Carlo Integration: Using statistical random sampling to approximate lighting models.
Teaching Methodologies and Assessment Criteria:
Continuous Assessment Methods and Criteria:
The theoretical and practical components are assessed based on four main elements:
- 2 written knowledge assessment tests (T) worth 30% in total (15% each).
- 2 group projects (P)—including an execution report and a presentation—worth 70% in total (35% each).

Final Grade (CF) = 0.30T + 0.7P


Exam-based Assessment Methods and Criteria:
The exam (E) is worth 30% (replacing the written tests), and the project grade (P) accounts for 70% of the exam-based assessment.

Exam-based grade (NE) = 0.3E + 0.7P

Final Grade (CF) = 0.30E + 0.7P
Main Bibliography:
1) T. Akenine-Möller, E. Haines, N. Hoffman, A. Pesce, M. Iwanicki, and S. Hillaire (2018), Real-Time Rendering (4th edition), A.K.Peters/CRC Press.
2) Eric Haines and Tomas Akenine-Moller (2019), Ray Tracing Gems I: High-Quality and Real-Time Rendering with DXR and Other APIs, Apress.
3) A. Marrs, P. Shirley, and I. Wald (2021), Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX, Apress.
4) M. Pharr and G. Humphreys (2023), Physically Based Rendering: From Theory to Implementation (4nd edition), Morgan Kaufmann.
Language:
Portuguese. Tutorial support is available in English.
Esta informação promove os seguintes Objetivos de Desenvolvimento Sustentável da ONU:
Garantir o acesso à educação inclusiva, de qualidade e equitativa, e promover oportunidades de aprendizagem ao longo da vida para todos