TU Wien Rendering #18 - Coming Up Next: BVH, Tone Mapping, SSS

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We now know a lot, but there is still lots of exciting things coming up next! If we implement subsurface scattering in our renderer, we can render translucent objects - these objects are not treated as surfaces, but volumes, in which photons can scatter or get absorbed. Many of these materials look absolutely mesmerizing so we should definitely learn how to do this.

Space partitioning techniques help us to alleviate the problem of intersecting against every object in the scene and tone mapping will help us in translating the simulated radiance to RGB values that we can display on our monitors.

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)
tone maping cg
volume rendering photon mapping
rendering sss
path tracing explained