TU Wien Rendering #11 - Recursion and Heckbert's Taxonomy

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We now know how to intersect a ray with a scene and how to perform simple shading operations. However, this only means one bounce. In real life, rays of light bounce many more times than one. We handle this problem with recursion by reflecting the ray of light off of the surface and start the process again as if the new surface were the camera. We also discuss Paul Heckbert's taxonomy to classify different light transport algorithms based on what kind of light paths they can compute.

About the course:
This course aims to give an overview of basic and state-of-the-art methods of rendering. Offline methods such as ray and path tracing, photon mapping and many other algorithms are introduced and various refinement are explained.

The basics of the involved physics, such as geometric optics, surface and media interaction with light and camera models are outlined.

The apparatus of Monte Carlo methods is introduced which is heavily used in several algorithms and its refinement in the form of stratified sampling and the Metropolis-Hastings method is explained.

At the end of the course students should be familiar with common techniques in rendering and find their way around the current state-of-the-art of the field. Furthermore the exercises should deepen the attendees' understanding of the basic principles of light transport and enable them to write a simple rendering program themselves.

These videos are the recordings of the lectures of 2015 at the Teschnische Universität Wien by Károly Zsolnai and Thomas Auzinger

Course website and slides → http://www.cg.tuwien.ac.at/courses/Rendering/
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Web → https://cg.tuwien.ac.at/~zsolnai/
Twitter → https://twitter.com/karoly_zsolnai







Tags:
global illumination
ray tracing
Vienna University Of Technology (College/University)
rendering
recursion
heckbert's taxonomy
path tracing recursion