This course provides a broad overview of the theory and practice of rendering. Classic rendering algorithms will be covered, however, most of the course will cover current results in physically-based rendering algorithms.
Attendees should have a working knowledge of computer graphics (at the level of CS248 and CS348A). In particular, you should fully understand the basic 3D display pipeline, viewing and modeling transformations, simple geometric modeling using polygons and quadrics, and hidden surface algorithms like the z-buffer algorithm.
Solid knowledge of integral calculus and basic geometric algorithms is an absolute must. Some exposure to signal processing and probability is also assumed.
Room 370 Gates Computer Science Building
Office hours: 11:00-12:00 Thursday
renng at graphics dot stanford dot edu
Room 381 Gates Computer Science Building (650) 723 0618
Office hours: 1:30-2:30 Tuesday and Thursday
Room 368 Gates Computer Science Building
(next to Pat Hanrahan's office)
Office hours: Mon-Fri, 9:00 to 4:30
There is no required text for the course. Additional readings will be assigned from research monographs, papers from journals and conference proceedings, and excerpts from conference tutorials. Only papers NOT available online will be handed out in class.
An Introduction to Ray Tracing,
This book contains a collection of chapters written by many of the original inventors of major ray tracing algorithms. Although somewhat dated, it is filled with both practical and theoretical information that not available in other books.
Michael Cohen and John Wallace,
Radiosity and Realistic Image Synthesis,
The book by Cohen and Wallace is a good introduction to physically-based rendering, although they emphasize radiosity.
Principles of Digital Image Synthesis,
Morgan Kaufmann, 1995.
An encyclopedic overview of rendering.
Henrik Wann Jensen, Realistic Image Synthesis Using Photon Mapping A. K. Peters, 2001.
A great book that describes the best current technique for global illumination calculations, the photon map.
Realistic Ray Tracing,
A. K. Peters, 2001.
This ray tracing book by Peter Shirley is highly recommended. It covers much of the material in the class at an introductory level.
Another good introduction to physically-based rendering, emphasizing radiosity.
Francois Sillion, Claude Puech,
Radiosity and Global Illumination,
Morgan Kaufmann, 1994.
Anthony Apodaca and Larry Gritz,
Advanced Renderman: Creating CGI for the Motion Pictures,
Morgan Kaufmann, 1999.
The best current overview of advanced rendering from a user's point of view.
David Ebert, F. Kenton Musgrave, Darwyn Peachey, Steven Worley, Ken Perlin,
Texturing and Modeling,
second edition, Morgan Kaufmann, 1998.
An excellent overview of procedural modeling and texturing.
The RenderMan Companion: A Programmers Guide to Realistic Computer Graphics,
The standard reference on the RenderMan interface
All books are on reserve in the Math and Computer Science Library.
All lecture slides will be placed online the night before class. Please try to do the readings in advance. Note: these lecture slides were not designed to be self-explanatory. I write on the slides and add a great deal of material during class.
|Mar 30||The Goals of Rendering|
|Apr 1||Ray Tracing I: Basic Algorithms|
|Apr 6||Ray Tracing II: Acceleration Techniques|
|Apr 8||The Light Field I|
|Apr 13||The Light Field II|
|Apr 15||Monte Carlo Integration I|
|Apr 20||Cameras and Film|
|Apr 22||Sampling and Reconstruction: Filtering, Aliasing and Antialiasing|
|Apr 27||Monte Carlo Integration II|
|Apr 29||Reflection Models I: BRDFs, Diffuse|
|May 4||Reflection Models II: Glossy|
|May 6||Texture and Materials (Multiple Importance Sampling, Phases of the Moon)|
|May 11||Participating Media and Volumetric Scattering|
|May 13||Light Transport and the Rendering Equation|
|May 18||Monte Carlo Path Tracing|
|May 20||Irradiance Caching and Photon Maps|
|May 27||Current Topics in Rendering|
|June 4||Final Projects Due; Rendering Competition|
The project for this quarter is to build a working a ray tracer. To help focus your efforts on the most interesting parts, we will use a a ray tracing system called pbrt. This system is a combined C++ codebase and textbook written in a literate programming language.
Matt Pharr, Greg HumphreysMatt and Greg will make a pre-publication copy of the manuscript available for our use in the class.
Physically-Based Rendering: From Theory to Implementation,
To be published Summer 2004.
The first part of the course involves three progamming assignments:
Finally, in the last part of the course you will enhance your system so that it is capable of reproducing an image of a real object, for example, a gemstone, a puff of smoke, a candle flame, etc. Check out the results produced by previous students.
Stage 1: Implement ray-surface intersection methods for terrains.
Stage 2: Implement a automatic camera model that controls exposure, depth-of-field, and motion blur
Stage 3: Use Monte Carlo techniques to compute reflections from anisotropic surfaces illuminated by a linear light source.
Evaluation criteria: The first three programming assignments will each count as 20% of your grade, and the last programming project will count as 40%. There will be no exams.
Collaboration: For the first three programming projects, you may discuss the assignment with friends, but you are expected to implement your own solutions. On the last programming project, you are permitted (and encouraged) to form teams of two people and partition your planned extensions among the team members. Teams may discuss their project with other teams, but may not share code.
Late assignments: Since each assignment builds on the previous one, it is important that assignments be completed on time. To allow for unforeseeable circumstances, you will be allowed three weekdays of grace during the quarter. Beyond this, late assignments will be penalized by 10% per weekday that they are late. On the last programming project, neither the demo nor the writeup may be late. Incompletes in this course are given only in exceptional circumstances.
To do the assignments you will have access to the Sweet Hall Graphics Labs, two rooms located in the basement of Sweet Hall. There are 30 Linux machines between the two clusters, named raptor1 - raptor15 and firebird1 - firebird15. Use ssh for remote access. Students in CS 348B have non-exclusive priority access to this laboratory, whose door is opened using your Stanford ID.
All students with leland accounts automatically have accounts on these machines. Home directories on these machines are shared with other Stanford Computing Clusters using AFS. If you do not have a leland account, consult this ITSS web page. Registered students will get an extra 200MB of disk quota for the quarter.
Using other machines:
Our software will be installed on the Stanford Graphics Laboratory machines in Sweet Hall. We may also provide one or more 3D modeling programs. If you prefer working in your dorm room or workplace, and have access to a machine there, you are welcome to do the assignments on your own machines. We will make as many of these tools available via ftp as we are permitted by the terms of our licensing agreements, but we will not support them on any other platform. Moreover, it is your responsibility to ensure that your code runs on the PCs in Sweet Hall -- that's where we will evaluate your work.
In case the delight of learning does not sufficiently motivate you to exert yourselves heroically on the programming assignments, there will also be a rendering competition. At 3:00pm on Friday, June 4, a judging will be held to select the best rendering made using the ray tracer you have written in the course. While grades for the projects are based solely on "technical merit", the competition will be judged on both "technical merit" and "artistic impression". The jury, to be named later, will consist of computer graphics experts from both industry and academia. There will be several awards and one grand prize - an all-expenses-paid trip to SIGGRAPH 2004 in Los Angeles. Total value: about $1,000.
Copyright © 2004 Pat Hanrahan