Course ID: 2-MPG-102/00
Continuous assessment: Individual work on assignments
Final evaluation: Oral exam
Learning outcomes: To provide students with knowledge of advanced techniques for photorealistic computer graphics
Course syllabus:
- Introduction
- Basic concepts of radiometry and photometry, Table of radiometric and photometric quantities
- Light reflection, BRDF
- Physical based reflectance models, Shading algorithms
- Ray tracing, Ray intersection with objects, Point vs. polygon test in 2D
- Distributed ray tracing, Acceleration methods for ray tracing
- Monte Carlo methods
- Sample generation for MC methods, Multiple Importance Sampling
- Rendering equation, Path Tracing, Bidirectional Path Tracing
- Radiosity, Form-factor calculation, Numerical solutions of the radiosity equation
- Texturing methods
- Shadow display methods
- Irradiance caching and Photon Mapping
Complementary materials for lectures:
- Základné pojmy z rádiometrie a fotometrie, fotometria a rádiometria, matematika v rádiometrii, dω = sinθ dθ dφ
- Interakcia svetla s povrchom, BRDF
- Integrovanie metódami Monte Carlo
- Monte Carlo Integration
- Bias in rendering
- Zobrazovacia rovnica, Path Tracing I, Path Tracing II, Bidirectional Path Tracing
- Bidirectional Path Tracing (Adamsen)
- Monte Carlo Integration
- Radiosity and Relaxation Methods
- Realtime Shadows, Shadow Rendering Techniques: Hard and Soft
- Irradiance Caching and Derived Methods
- Practical Guide to Global Illumination using Photon Maps
- Global Illumination Compendium
The exercises are provided by Mgr. Marcel Makovník. For more information visit this website.
Literature:
Žára Jiří, Beneš Bedřich, Sochor Jiří, Felkel Petr: Moderní počítačová grafika, Computer Press, 2004
Moller, Haines, Hoffman: Real-Time Rendering, A K Peters, 2018
Hughes, van Dam, McGuire, Sklar, Foley, at all: Computer Graphics: Principles and practice, Addison-Wesley, 2013
Eric Lengyel: Mathematics for 3D Game Programming and Computer Graphics, Cengage Learning PTR, 2011
Pharr, Humphreys: Physically Based Rendering: From Theory To Implementation, Morgan Kaufmann, 2010
Buss Samuel: 3-D Computer Graphics - A Mathematical Introduction with OpenGL, Cambridge University Press, 2003
Shirley, Ashikhmin, Marschner: Fundamentals of Computer Graphics, A K Peters, 2009
Watt Alan: 3D Computer Graphics, Addison-Wesley, 1999
Moller, Haines, Hoffman: Real-Time Rendering, A K Peters, 2018
Hughes, van Dam, McGuire, Sklar, Foley, at all: Computer Graphics: Principles and practice, Addison-Wesley, 2013
Eric Lengyel: Mathematics for 3D Game Programming and Computer Graphics, Cengage Learning PTR, 2011
Pharr, Humphreys: Physically Based Rendering: From Theory To Implementation, Morgan Kaufmann, 2010
Buss Samuel: 3-D Computer Graphics - A Mathematical Introduction with OpenGL, Cambridge University Press, 2003
Shirley, Ashikhmin, Marschner: Fundamentals of Computer Graphics, A K Peters, 2009
Watt Alan: 3D Computer Graphics, Addison-Wesley, 1999
For download: