Fakultät Informatik

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Bildsynthese

 Dr. Kai Bürger

Bildsynthese - Echtzeitverfahren und globale Beleuchtungssynthese

Time, Place

Mon 14:00-14:45 MI02.13.010 Wed 12:50-14:20 MI02.13.010

Begin:

Mon, 22.10.2012

Prerequisites

 Lecture Computer Graphics

Contents

This lecture deals with the fundamentals of photorealistic and interactive image synthesis. In particular, we discuss techniques to achieve interactive frame rates for the realistic rendering of complex models and scenes. Selected graphics algorithms and their efficient implementation exploiting state-of-the-art graphics hardware through graphics APIs will be demonstrated. We focus on dedicated parts of the graphics pipeline and we review the functionality provided by consumer class graphics accelerators including programmable vertex-, geometry- and fragment shaders. In addition, we discuss the governing equations in physics based light transport and we demonstrate effective solution methods for the simulation of global illumination.

This lecture will be held in German language. 

Announcements

The oral exams on Monday, Tuesday and Wednesday (11.02-13.02.2013) take place in Prof. Westermann's conference room (MI 02.13.052).

Topics

  • Interactive rendering (i.e. rasterization and local illumination)
    - Graphics APIs  (concepts and syntax)
    - Graphics hardware
    - The programmable graphics pipeline
    - Vertex-, Geometry-, and Pixel-Shaders
    - Bump-, Normal- and Parallax mapping
    - Per-pixel lighting
    - Order independent transparency / Depth-peeling
    - Shadowing techniques
  • Physics based rendering (i.e. global illumination)
    - Radiometric quantities, radiance equation
    - Raytracing
    - Photon Mapping
    - Radiosity
    - Irradiance Volumes
    - Precomputed radiance transfer
    - Ambient Occlusion
    - Voxel cone tracing
  • Other Topics
    - Human visual perception
    - High dynamic range imaging (HDRI)
    - Motion Blur
    - Depth of field
    - Participating media, Volume Rendering
    - High quality terrain rendering
    - Rendering of fur and hair
    - Acceleration structures
    - Culling techniques
    - Texture compression

Literature

  • Cohen, Wallace: Radiosity and Realistic Image Synthesis, Academic Press
  • Möller, Haines: Real-Time Rendering, 2nd edition, A.K. Peters LTD
  • Eberly: 3D Game Engine Design, Morgan Kaufmann
  • DeLoura et. al: Game Programming Gems 1 - 3, Charles River Media
  • Fernando: GPUGems, Addison-Wesley
  • Foley, Van Dam, Feiner, Hughes: Computer Graphics: Principles and Practice, Addison-Wesley, 2nd edition in C
  • Watt, Watt: Computer Graphics, Addison-Wesley
  • Glassner: Principles of digital image synthesis, Morgan Kaufman
  • Encarnaçao, Klein, Strasser: Graphische Datenverarbeitung, 4. Auflage, Oldenburg Verlag
  • Griebel, Bungartz, Zenger: Computer Graphik, Vieweg Verlag

Lecture Slides

 Material

Assignments

There are no separate exercise classes for this lecture.

 

News

- In collaboration with partners from industry, we have a number of thesis topics available in the area of point-based rendering, geo-localization using public data, scene fusion from different viewpoints. If you are interested, please contact  westermann(at)tum.de

 

- Game Devel. Lab Practical for SS'18: kick off meeting on April 3rd,  details here. No matching system sign-up needed!

 

- One PhD position on   Turbulence Visualization is available at the Computer Graphics & Visualization group.