OK.
So hello and welcome for computer graphics.
We are right now speaking about advanced ray tracing.
And a method I presented last time
is called distribution ray tracing.
And the idea I explained for the example
that we want to render a material which
is not perfect specular.
And that means the reflection towards the viewer
does not only depend on one single reflection ray,
but in fact, it depends on a number
or on the entire region around the major reflection.
And now the problem with ray tracing
is that such a ray is always just a single sample.
It's just a single point.
Or it's not a point, but in a space, in a ray space,
it would be a single point.
So it only samples a certain direction.
But in fact, we would have to integrate
about this entire cone.
And the idea of distribution ray tracing now is very simple.
It just means if we have such a case,
do not cast a single ray, but instead cast several rays
and average their results.
And because that problem happens or appears quite often,
this glossy BRDF is just one instance
of the very same problem, there are also
other applications for this idea.
And the first one I spoke about is anti-aliasing.
And here the idea or the problem is
that the color of a single pixel does not only
depend on the color at certain points,
but it depends, it's really kind of the average color
over the entire pixel.
And now what we can do is that in order
to get nicer anti-aliased edges, for instance,
we can try to sample that range.
So we spoke about several methods.
The first one is a uniform grid over the pixel.
But we also saw other methods, for instance,
randomly sampling within the pixel.
And yeah, a few different methods
to how to generate these samples.
OK, now another point where this issue becomes interesting
is depth of field.
And now depth of field, the effect of depth of field
is known to each one of you.
So here we have a, I think that's also already
slightly blurred, it's just not very well visible.
But here we see a typical effect.
Presenters
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Dauer
01:09:36 Min
Aufnahmedatum
2013-01-21
Hochgeladen am
2019-04-05 18:09:05
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics