Image Synthesis Techniques (CS 348B)

This page contains lecture slides, videos, and recommended readings for the Spring 2017 offering of CS 348B.

The Goals of Rendering
Ray Tracing Basics
Physically Based Rendering, Chapters 1-3. (Sections 2.9, 3.7, 3.8, and 3.9 are optional.)

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.
Ray Tracing Intersection Acceleration
Physically Based Rendering, Chapter 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: Sampling and Reconstruction
Physically Based Rendering, Sections 7.1, 7.2, 7.8, and 7.9
Lecture 8: Camera Simulation
Physically Based Rendering, Chapter 6
A Realistic Camera Model for Computer Graphics, Kolb et al., SIGGRAPH 1995.
Lecture 9: Reflection Models I: BRDFs and Idealized Materials
Physically Based Rendering, Sections 8.1, 8.2, 8.3, and Chapter 9

Optional:
Lecture 10: Reflection Models II: Glossy Materials
Physically Based Rendering, Sections 8.4 and 8.5 (8.6 optional).

Optional:
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 11: 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 12: Monte Carlo III: Low Discrepancy Sampling
Physically Based Rendering, Sections 7.4, 7.5, 7.6, and 7.7.
Lecture 13: Direct Illumination
Physically Based Rendering, Sections 14.1, 14.2, and 14.3
Lecture 14: Global Illumination
Physically Based Rendering, Sections 13.7 (Russian Roulette), 14.4 (The Light Transport Equation), 14.5 (Path Tracing)
Lecture 15: Volume Rendering and Participating Media
Physically Based Rendering, Chapter 11, and Chapter 15 (skip Sections 15.4 and 15.5)
Lecture 16: Bidirectional Techniques
Physically Based Rendering, Sections 16.1, 16.2, and 16.3
Lecture 17: Refection Models 3: Anisotropic Materials and Subsurface Scattering
Physically Based Rendering, Sections 15.4 and 15.5

Optional:
Physically Based Rendering, Section 15.5