So welcome for our computer graphics lecture.
So on Tuesday, we finalized the section on ray tracing.
And I already introduced a bit what
we are going to speak about next.
And essentially, that's a complete formalization
of light transport in virtual worlds.
And you know that ray tracing is a method.
And I described several ways to simulate light propagation
in scenes.
So we were speaking about reflection, for instance,
which is quite simple to simulate.
But there are other more complicated effects.
And the nice thing is that it's quite simple,
or not too difficult, to really describe all these effects.
So most of the effects we are interested in
in a simple equation, which is called the rendering equation.
So the entire illumination problem,
and thus a core of computer graphics,
can be described by a single equation that fits into a line.
And so it's a good basis to describe all methods
in ray tracing, for instance, and stuff like that.
And this is what we will look into.
But we will start with radiometry.
That means we will have a look at how light is described.
So which physical units do we have
to describe the emission of a single point of a surface?
A single point emits light into various directions.
So emitted light depends on the direction, for instance.
Of course, it also depends on the point on the surface.
Now the question is, if this point emits light
into this direction, how much light arrives
on the other side, and so forth.
And we will start with a description
of these physical units.
So that's radiometry.
Then I will further detail the concept of BRDFs,
so of these functions that describe how incident light
is reflected.
And we will then look at the rendering equation.
So that brings all this together,
describes the entire light transport
in a scene in a simple equation.
And then we will look at or see why ray tracing is nothing
than a simple numeric integration method
for the rendering equation.
Once we have this equation, we can simply
derive that ray tracing is a very simple way
to compute that rendering equation numerically.
OK, so today we will speak about radiometry.
That means how do we physically measure light?
Presenters
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Dauer
00:43:23 Min
Aufnahmedatum
2013-01-23
Hochgeladen am
2019-04-06 01:49:05
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