Learning outcomes |
The general objectives of this course unit are:
1) provide students with skills in generating photorealistic images in animated films, visual effects, or architectural pre-visualization;
2) provide students with skills in advanced 3D graphics techniques for realistic image synthesis.
With regard to the specific objectives of this course unit, after the learning process, students should be able at least to:
1) explain the physical quantities of light transport and perform basic computations using pencil and paper;
2) approach the models that describe how light interacts with different materials;
3) explain the rendering and radiative transfer equations and show how to construct Monte Carlo methods to solve them;
4) design and implement an advanced rendering system based on Monte Carlo integration;
5) assess/evaluate the strengths, weakness, and capabilities of various rendering algorithms.
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Syllabus |
1) Shading and shadows: basic and physically plausible shading models, smooth shading, shadow casting.
2) Ray-tracing: principles of ray casting, recursive ray tracing, ray vs. object intersections, CSG scene representation.
3) Anti-aliasing and sampling: principles of anti-aliasing, various sampling methods, adaptive sampling.
4) Textures: 2D and 3D textures, procedural textures, noise functions.
5) Distributed ray-tracing (Monte-Carlo): principle, applications in soft shadows, glossy reflections, motion blur, etc.
6) Ray-tracing speedup: bounding volumes, bounding hierarchies, spatial directories, tree-based speedup techniques.
7) Radiosity: introduction to radiometry, basic principles of radiosity methods.
8) Monte-Carlo rendering.
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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) A. Marrs, P. Shirley, and I. Wald (2021), Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX, Apress.
3) M. Pharr and G. Humphreys (2010), Physically Based Rendering: From Theory to Implementation (2nd edition), Morgan Kaufmann.
4) M. El-Zayat (2019), Photorealistic rendering: of augmented reality objects on mobile devices, Lap Lambert Academic Publishing.
5) J. Cardoso (2021), V-Ray 5 for 3ds Max 2020: 3D Rendering Workflows (2nd edition), CRC Press.
6) P. Shirley, M. Ashikhmin, and S. Marschner (2009), Fundamentals of Computer Graphics (3rd edition), A.K. Peters.
7) A. Glassner (1995), Principles of Digital Image Synthesis, Morgan Kaufmann Publishers.
8) J. Foley, A. van Dam, S. Feiner, and J. Hughes (1995), Computer Graphics, Principles and Practice in C (2nd edition), Addison-Wesley.
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