Image Synthesis Techniques (CS 348B)
This page contains lecture slides, videos, and recommended readings for the Spring 2020 offering of CS 348B.
Lecture 1: The Goals of Rendering
A Framework for Realistic Image Synthesis,
by Don Greenberg.
Lecture 2: Ray Tracing Basics
Physically Based Rendering, Chapters 1-3. (Sections 2.9, 3.7, 3.8, and 3.9 are optional.)
An Improved Illumination Model for Shaded Display,
Turner Whitted, CACM 1980.
Optional:
Fast, minimum storage ray-triangle intersection,
Möller and Trumbore, jgt 1997.
Watertight Ray/Triangle Intersection,
Woop et al., jcgt 2(1).
References:
An Introduction to Ray Tracing,
Andrew Glassner, ed., Academic Press 1990.
Realistic Ray Tracing,
Shirley and Morley, AK Peters 2003.
Essential Ray Tracing Algorithms, Eric Haines,
In Glassner, An Introduction to Ray Tracing, pp. 33-78.
A Survey of Ray-Surface Intersection Algorithms, Pat Hanrahan,
In Glassner, An Introduction to Ray Tracing, pp. 79-120.
Lecture 3: Ray Tracing Intersection Acceleration
Physically Based Rendering, Chapter 4.
Lecture 4: Radiometry and Photometry
Lecture 5: The Light Field
No Readings
Lecture 6: Monte Carlo Integration
Physically Based Rendering, Chapter 13 (skip 13.4 and 13.7) and Section 14.2 (Sampling Light Sources)
Introduction to Monte Carlo Integration, Eric Veach, CS448 Lecture 6 Notes, 1997.
Sampling Random Variables, Eric Veach, CS448 Lecture 7 Notes, 1997.
Lecture 7: Camera Simulation
Physically Based Rendering, Chapter 6
A Realistic Camera Model for Computer Graphics, Kolb et al., SIGGRAPH 1995.
Lecture 8: Sampling and Reconstruction
Physically Based Rendering, Sections 7.1, 7.2, 7.8, and 7.9
Lecture 9: Monte Carlo II: Variance Reduction Techniques
Physically Based Rendering, Section 7.3
Variance Reduction I, Eric Veach, CS448 Lecture 8 Notes, 1997.
Variance Reduction II, Eric Veach, CS448 Lecture 9 Notes, 1997.
Lecture 10: Monte Carlo III: Low Discrepancy Sampling
Physically Based Rendering, Sections 7.4, 7.5, 7.6, and 7.7.
Lecture 11: Reflection Models I: BRDFs and Idealized Materials
Physically Based Rendering, Sections 8.1, 8.2, 8.3, and Chapter 9
Optional:
Geometrical considerations and nomenclature for reflectance, Nicodemus et al.
Lecture 12: Reflection Models II: Glossy Materials
Physically Based Rendering, Sections 8.4 and 8.5 (8.6 optional).
Microfacet Models for Refraction Through Rough Surfaces, Walter et al.
Optional:
Models of light reflection for computer synthesized pictures,
J. Blinn,
SIGGRAPH 77, pp. 192-198.
A reflectance model for computer graphics,
R. Cook and K. Torrance,
SIGGRAPH 81, pp. 307-316, 1981.
Theory for the off-specular reflection from roughened surfaces,
K. Torrance and E. Sparrow,
J. of the Optical Society of America, Vol 57, No 9, pp. 1105-1144.
Lecture 13: Direct Illumination
Physically Based Rendering, Sections 14.1, 14.2, and 14.3
Lecture 14: Real-time Ray Tracing and Denoising
No Readings
Lecture 15: Global Illumination
Physically Based Rendering, Sections 13.7 (Russian Roulette), 14.4 (The Light Transport Equation), 14.5 (Path Tracing)
Lecture 16: Volume Rendering and Participating Media
Physically Based Rendering, Chapter 11, and Chapter 15 (skip Sections 15.4 and 15.5)
Lecture 17: Bidirectional Techniques
Physically Based Rendering, Sections 16.1, 16.2, and 16.3
Lecture 18: Reflection Models 3: Anisotropic Materials and Subsurface Scattering
Physically Based Rendering, Sections 15.4 and 15.5
Optional:
Physically Based Rendering, Section 15.5
Light Scattering from Human Hair Fibers,
S. Marschner, et al.
The Implementation of a Hair Scattering Model, Matt Pharr.