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source: UC Davis Academics 2014年10月24日
This course covers techniques for realistic computer graphics rendering that consider global illumination, that is, light from light sources bouncing multiple times on object surfaces in the scene before illuminating the surface being shaded. The radiosity method is briefly discussed, but most of the course is spent on recursive stochastic ray tracing, which uses Monte Carlo integration to estimate the multidimensional integrals involved in global illumination. Topics covered include direct and indirect illumination, penumbras from area light sources, anti-aliasing, irradiance caching, and bidirectional path tracing. These lectures are in conjunction with the textbook "Advanced Global Illumination," second edition by Philip Dutre, Philippe Bekaert and Kavita Bala.
Recursive Ray Tracing 47:57 Lecture 1 discusses "Whitted" style recursive ray tracing. (Please start at 15 minutes 30 seconds.)
Intersecting Rays 46:19
Radiant Flux, Radiance and Solid Angle 50:01
Bidirectional Reflectance Distribution Function 52:24
Cook-Torrance BRDF 51:10
Introduction to Discrete Probability 49:19
Continuous Probability 49:46
Sampling Random Variables 51:43
Distributed Ray Tracing 51:04
Phong Glossy Reflection 50:37
Environmental Illumination 50:38
Indirect Illumination Recursion 50:10
Signal Processing 50:00
Anti-aliasing Filtering Strategies 50:12
"Backwards" Path Tracing 48:42
Finite Element Method 47:19
Progressive Radiosity 47:53
Direct and Indirect Illumination 49:15
Global Lines 50:33
Refraction 49:54
Point-to-Polygon Form Factor 48:42
Bidirectional Path Tracing 48:57
Photon Mapping 49:20
Extinction and Scattering Coefficient 40:45
Ambient Occlusion 49:06
Hierarchical Radiosity 52:58
Fall 2011 Student Project Presentations 1:01:46
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