G3: Rendering - SFU CMPT 361 Lecture Notes PDF

Summary

These lecture notes for SFU CMPT 361 cover the topic of rendering in computer graphics, presenting it as a simulation of the physics of light, illustrating the basics (lights, surfaces, cameras, and images), as well as outlining two main types of rendering algorithms.

Full Transcript

G3: Rendering SFU CMPT 361 Introduction to Visual Computing In this lecture Rendering as a simulation of the “physics of light” Basics of rendering: lights, surfaces, cameras & images Two families of rendering algorithms What is rendering? Recall: main subfields in graphics Re...

G3: Rendering SFU CMPT 361 Introduction to Visual Computing In this lecture Rendering as a simulation of the “physics of light” Basics of rendering: lights, surfaces, cameras & images Two families of rendering algorithms What is rendering? Recall: main subfields in graphics Rendering an image Input: 3D model Output: 2D image Select viewpoint “render” Rendering = simulating the “physics of light” Rendering = “physics of light” Goal: approximate how things look in the real world Light source: emits “photons” Surface geometry: reflects “photons” Camera sensor: receives “photons” Simplification: ray optics (geometrical optics) Try out the interactive ray optics simulator by Rick Tu! https://ricktu288.github.io/ray-optics/ Rendering algorithms: two families The difference: how we order computation to determine visibility Rasterization For each triangle: “Which pixels are covered by this triangle?” www.scratchapixel.com [© 2016 scratchapixel] Ray tracing For each ray (pixel): “Which triangle is visible from this pixel?” www.scratchapixel.com [© 2016 scratchapixel] Rendering Algorithms Rasterization Ray Tracing For each object { For each pixel { // find pixels that are // find objects that are covered by the object visible to the pixel } } Summary Rendering as a simulation of the “physics of light” Basics of rendering: lights, surfaces, cameras Two families of rendering algorithms References & external resources Angel & Shreiner Chapter 8.1-8.2 Ray Optics Simulation [Rick Tu] Physically Based Rendering Book [Pharr, Jakob, Humphreys] Donald Knuth: “This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize.”

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