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Global Illumination
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Global Illumination Models
Physically Based Illumination, Ray Tracing and Radiosity
Introduction
Usual Graphical Pipeline
Z-Buffer Algorithm
Path Notation
Path Notation
(2)
The Rendering Equation
(à la Kajiya - Siggraph 86)
The Rendering Equation
(à la Kajiya - Siggraph 86 - 2)
Revisiting Phong's Illumination Model
Desiderata
Better Illuminance Models
Cook-Torrance Illumination
Microfacet Distribution Function
Geometric Attenuation Factor
Fresnel Reflection
Fresnel Reflection Equation
A Plot of the Fresnel Factor
Energy Conserving Approaches
Definitions
Irradiance
Bidirectional Reflectance Distribution Function (BRDF)
BRDF Approaches
Remaining Hard Problems
Ray Tracing
Ray Tracing: History
Ray Casting
Ray Path
Recursive Ray Tracing
Maximum recursion depth
Ray Tracing Architecture
Computing a Reflected Ray
Ray Plane Intersection
Ray Sphere Intersection
Ray Triangle Intersection
Ray Trace Java Demo Program
Example and
Advantages of Ray Tracing
Acceleration Methods
Bounding Volumes
Spatial Subdivision
Shadow Buffers
Radiosity
Radiosity (2) : Because...
Ray Tracing Vs Radiosity
Radiosity Introduction
Solving the rendering equation
Continuous Radiosity equation
Discrete Radiosity equation
Radiosity OverView Part 1
Radiosity OverView Part 2
Radiosity OverView Part 3
Radiosity OverView Part 4
Radiosity OverView Part 5
: Remarques
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VRarchitect
<
ANU lectures
:
Computer Graphics
:
Global Illumination
>
[
Contact
]
[
Links
]
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