TU Wien Rendering #13 - Easter, BRDF++, Depth of Field

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After some ramblings on the the differences of the Easter break in Hungary and Austria, we continue our journey and discuss how the f-stop works and how the well-known depth of field effect of cameras can be reproduced in our program. Then, finally we get to know the "real deal" BRDF models that we will use in our global illumination renderer.

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:
Rendering
Global Illumination
ray tracing
Vienna University Of Technology (College/University)
depth of field
brdf models
Bidirectional Reflectance Distribution Function
vienna university of technology (college\/university)
ray tracing / subsurface scattering function 2015
ray tracing tutorial
ray tracing real time
ray tracing demo