Physically based Rendering (CG-465)

This course builds on top of CG-462 to cover more advance topics like physically based rendering techniques using shaders. Special effects like fluids, fire, smoke, volumes and photorealistic rendering methods using Montecarlo integration will be covered . By the end of this course, the student should be able to create a physically based advanced rendering engine.

Tentative Course Outline:

  • Introduction to rendering
  • Introduction to physically based rendering
  • Coorindate systems
  • Color and radiometry
  • Geometric entities (Points, Vectors, Rays, Normals)
  • Transformations (Affine and Non-affine)
  • Animating transformations
  • Geometric primitives and their intersection tests
  • Acceleration datastructures (KdTrees, BVH, BIH)
  • Sampling and reconstruction
  • Reflection models (BRDF, BSDF, BTDF)
  • Lambartian. Mircofacet, Fresnel and Measured BRDF models
  • Materials (bump mapping, normal mapping)
  • Texture sampling and filtering
  • Procedural Texturing and Noise
  • Volume scattering
  • Montecarlo Integration
  • Recent advances
  • Conclusion
Total Lectures: 40
Total Assignments: 5-7
Total Quizzes: 5-7
Reference Books:
Projects List (including but not limited to):
  1. GPU based Montecarlo path tracer
  2. GPU based ray tracer
  3. Metropolis light transport on GPU
  4. Physically based volume rendering in Mitsuba Renderer
  5. Modeling of arbitray BRDF on GPU