More on rendering - lorentzo/IntroductionToComputerGraphics GitHub Wiki
Introduction
- Raytracing is practical approach to solving global illumination
- enhancements
- Rasterization can not inherently represent global illumination effects
- Additional methods for shadows
- Solving rendering equation and global illumination
- Raytracing vs radiosity
- Motivate with applications
More on Ray-tracing
- Hands-on production software: Blender
- Acceleration datastructures and algorithms
- More on BSDF and scattering functions
- Enhancements:
- path-tracing
- metropolis light transport
- Importance sampling
- Volumetric rendering
- light scattering
- sky rendering
- translucent surfaces
- sub-surface scattering
- Real-time ray tracing: https://www.realtimerendering.com/raytracing.html, http://rtintro.realtimerendering.com/
More on Rasterization-based rendering
- Deeper dive on GPU and graphical pipeline stages - Real time rendering book chapters 18 and 23
- Geometry processing stage: geometry and tessellation shaders
- Advanced lighting models
- Shadows
- Normal mapping
- Bloom
- Differed shading and GBuffer
- AO
Advanced topics:
- Parallax mapping
- Displacement mapping
- CPU rasterization: In some cases this makes sense (micropolygon or points rendering)
Solving rendering equation and global illumination
- AO as simplest approximation
- radiosity (vs raytracing)
Photo-realistic rendering vs NPR
- Photo-realism is not the only goal of computer graphics
- Material and shading for NPR look
- Image-processing as NPR tool
Outcomes
- Practical understanding of advanced ray-tracing and rasterization
- Foundations of how raytracing can be enhanced
- Foundations of enhancing rasterization-based rendering
- Foundations of different global illumination approaches
- Foundations of NPR
Literature:
- https://learnopengl.com/
- https://dl.acm.org/doi/pdf/10.1145/1103900.1103905
- https://cgg.mff.cuni.cz/~jaroslav/gicourse2010/
- Advanced Global illumination. Philip Dutre, Kavita Bala, Philippe Bekaert.