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 Lectures:Program from     2016 lecture edition
Program plan for this year:
 
  Introduction, requirements, program, literatureCan we distinguish photos from renderings: 
      fakeorphoto
 Example ray engines / renderers:
 
      Embree
      OptiX
      (CUDA, also uses NVIDIA RTX)
      PBRT
      Blender: Luxrender, Yafray, Cycles (also RTX support)
      Mitsuba
      Commercial: 3ds-max and Maya renderers, Maxwell, ...
      PBRVulkan -
      vulkan RTX usage renderer example. 
      more examples in links below
       
      Reading: PBRT book first sections: 1.1,1.2
  Classical Whitted style ray tracing. 
      Types of rays: primary, reflected, refracted, shadow
      
      Ray-object intersection methods for: 
      implicit surfaces, CSG, triangles, AABB, parametric surface
       
      RJ Segura, FR Feito - "Algorithms to test ray-triangle intersection.
          Comparative study" 9th International Conference in Central Europe on
          Computer... 2001 wscg.zcu.cz.
         PDF
Tomas Moller, Ben Trumbore - 
          "Fast, minimum storage ray/triangle intersection", 1997
	  wiki,
          
          PDF 
      J.J.Jimenez et al. - "A robust segment/triangle intersection algorithm for interference tests. Efficiency study",
	 Computational Geometry 43 (2010) 474–492
	 PDF
       
   Acceleration methodsTopics
 
      Literature: [1] Shirley, [3] PBRT and:Simple methods: recursion control (adaptive, Hall 1983), bounding
      volumes
      Classification of space and object subdivision methods
      Uniform grids (A.Fujimoto, 1986), Mailboxing (Kirk, Arvo,
      1991)  
      Nonuniform space subdvision: Octrees (A.Glassner 1984), 
      BSP and kd-trees (Kaplan, 1985)
    Acceleration methods cont.
   
      References as above PhD theses of I.Wald and V.Havran and PBRT book.Kd-tree: efficiency of small 8 bytes nodes
      Building strategies: spatial median, object median, heuristics
      Traversal with early termination (recursive or iterative)
      Probabilistic model for ray - box intersection
      Surface Area Heuristic (SAH)
      Bounding Volume Hierarchies (BVH)
      SAH implementation notes, 
      kd-trees with links (V.Havran)
    Acceleration methods cont.
    
      Building BVH: SAH with candidate splits
      Linear BVH:  Morton codes
      Compact BVH nodes for traversal
      BVH references: PBRT 3ed. chapter 4.3 and also:
      
      General acceleration techniques (literature [b2]): 
           coherence, order, shadow cache, light buffers, generalized rays
      What we miss in classical RT (literature [b2]) :  
            antialiasing, soft shadows, motion blur, depth of field,
	    indirect lighting
      Theoretical foundations of light transport
               ([a2],[a3],[b7]) PBRT 3ed. chapter 5.4,...
    	    	    
       Geometry: spherical coordinates, integration over solid
      angles (Lit.: [a3]PBRT:5.5, [b7]Dutre-GIC)
       Radiometry and Photometry (Lit.: [a3]PBRT:5.4, [b7]Dutre-GIC)
       BRDF definition and properties
       Rendering Equations
     More about BRDF ([a3]PBRT:ch.8,[b7])
    
       BRDFs properties and examples:
      
        Diffuse
	Modified Phong
        Specular
	More BRDF models
      Diffuse, glossy/specular and perfect specular reflections
      Fresnel reflection
      Perfect specular BRDF
      (later) Oren-Nayar reflection
      Physical Cook-Torrance model (Distribution, Geometrical term)
     Monte Carlo methods (PBRT chapter 13, except 13.4)
    
      Introduction to Monte Carlo methods
      Properties of estimators: consistency, bias, noise vs bias
      trade off
      Sampling methods
      
         uniform sampling
	 importance sampling (weighted)
	 generating samples with given pdf/cdf
	 rejection sampling
	 stratified sampling 
	 sampling linear combination of densities
	 Russian Roulette
       MC/QMC and Light Transport Equation (PBRT ch.14) 
    
      (later) Quasi Monte Carlo: van der Corput, Halton and Hammersley
      sequences
       Analytic soutions for LTE 
       Stochastic (distributed) ray tracing
       Path Tracing
       (later) MIS - Multiple Importance Sampling 
     High Dynamic Range Imaging
    
       Software and books:HDR image formats: Ward RGBE HDR, LogLuv,  OpenExr, Jpg HDR
       HDR Image Capture: Median Threshold Bitmap alignment,
       recovering response curve and L values by solving optimization
       problem
       Tone mapping operators: brightnes vs. detail preservation, 
       global vs. local, Tumblin-Rushmeier, 
       Bilateral filter, Fattal gradient domain
      
       OpenEXR
       pfstools/pfstmo
       Luminance hdr
       Piccante hdr
       E.Reinhard, G.Ward, S, Pattanaik, P.Debevec - "High Dynamic
       Range Imaging" Morgan Kaufmann 2006 or 2nd edition.
       F.Banterle, A.Artusi, K.Debattista, A.Chalmers -
       "Advanced High Dynamic Range Imaging: Theory and Practice" 2nd
       ed. AK Peters 2017
     Light Transport Equations and sampling recap
    
       Angle and area integration forms of equation
       Practical sampling in path tracer with details
       Sampling direct light by light selection and area sampling
       Path space formulation for light transport equation
     Hybrid methods (Lit.:[a2]Dutre:7.5-7.8. [a3]PBRT)
    
       Irradiance caching (G.Ward, 1988)
       Photon tracing and Photon maps (H.W.Jensen, 1996)
       Instant radiocity (A.Keller, 1997)
    Hybrid and more advanced MC methods (Lit.: PBRT[a3], Dutre[a2])
    
       Lightcuts (Walter et al, 2005)
       LTE in path space (recap) 
       Measurement equation, Importance, GRDF function 
       BDPT - bidirectional path tracing
     Radiosity method (Lit.: F.Sillion [b4])
    
       Discretization of radiosity equation
       Workflow of the method
       Solving linear equations: Jacobi and Gauss-Seidel relaxation
       Form factors properties and calculations by M.C.
       Progressive radiosity: Southwell relaxation     
       Substructuring and adaptive mesh refinement 
     Newer and advanced methods:
    
       MLT - Metropolis method
       Energy Redistribution Path Tracing, 2005
       Vertex Connection and Merging, Unbiased Photon Maps 2012,2015. 
     
 a Literature:
   P.Shirley - Realistic Ray Tracing, A.K. Peters 2000  P.Dutre, P.Bekaert, K.Bala - Advanced Global Illumination,
       2nd edition, A.K. Peters 2006 (1st ed. 2003)  M.Pharr, W.Jakob, G.Humphreys - Physically Based Rendering, 
       Morgan Kaufmann 2004-2021 (3rd edition, online, source code, pbrt.org)
        b Literature (more, not updated):
   A.Glassner - Principles of Digital Image Synthesis, Morgan Kaufmann
Publ., San Francisco 1995. A.Glassner - Introducton to Ray Tracing, Morgan Kaufmann Publ. 1989
   H.W.Jensen - Realistic Image Synthesis Using Photon Mapping, A.K.
  Peters 2001  F.Sillion, C.Puech - Radiosity and Global Illumination, Morgan
  Kaufmann Publ. 1994 M.F.Cohen, J.R.Wallace - Radiosity and Realistic Image Synthesis,
  A.P. 1993 D.S.Ebert, F.K.Musgrave, D.Peacheay, K.Perlin, S.Worley - Texturing and
  Modelling, A.P.Professional 1994P.Dutre -  
     Global Illumination Compendium
  V.Havran
    Heuristic Ray Shooting Algorithms, praca
    doktorska, Praga 2000.
  I.Wald
    
    Realtime Ray Tracing and Interactive Global Illumination, 
    praca doktorska, Saarbrucken 2004.
  M.H.Kalos, P.A.Whitlock - Monte Carlo methods. Volume I: Basics, John
  John Wiley & Sons 1986Maciej Falski - 
      "Przegląd modeli oświetlenia w grafice komputerowej"
      praca magisterska,  Wrocław 2004.
  K.Devlin, A.Chalmers,... - Tone Reproduction and Physically
  Based Spectral Rendering, STAR report Eurographics 2002. (operatory
  mapowania tonów rozd. 4.2)
  
  
  J.D.Foley, A. van Dam, S.K.Feiner, J.F.Hughes - Computer Graphics
- Principles and Practice,  2nd edition, Addison-Wesley, Reading, Massachusetts 
1992. (takze  tych samych autorow  ``Interactive Computer Graphics'',  ``Introduction
to Computer Graphics''). Alan Watt - 3D Computer Graphics, 2nd edition, Addison-Wesley, 1993A.S. Glassner - Graphics Gems, Academic Press, Boston 1990. J. Arvo - Graphics Gems II, Academic Press, Boston 1991. D. Kirk - Graphics Gems III, Academic Press, Boston 1992. P.S. Heckbert - Graphics Gems IV, Academic Press, Boston 1994. 
 Links:
 
 Lab: Wednesday 9:15-10:00, MS-Teams
Lab will involve writing one large project in stages.  There are
deadlines for each task/stage and delays decrease maximal number of
points possible to get by 20%. The Lab project must be finished before
the end of semester. |