This document summarizes the key topics from the first lecture of the CS348B course on rendering by Pat Hanrahan. It discusses the engineering, scientific, and artistic aspects of rendering and visualization. It provides an overview of the history of rendering from the 1960s to the present, covering geometric transformations, shading models, reflection models, illumination algorithms, and physically based rendering. It also mentions non-photorealistic rendering and lists some of the main topics that will be covered in the course like ray tracing, radiometry, and rendering algorithms.
This document summarizes the key topics from the first lecture of the CS348B course on rendering by Pat Hanrahan. It discusses the engineering, scientific, and artistic aspects of rendering and visualization. It provides an overview of the history of rendering from the 1960s to the present, covering geometric transformations, shading models, reflection models, illumination algorithms, and physically based rendering. It also mentions non-photorealistic rendering and lists some of the main topics that will be covered in the course like ray tracing, radiometry, and rendering algorithms.
This document summarizes the key topics from the first lecture of the CS348B course on rendering by Pat Hanrahan. It discusses the engineering, scientific, and artistic aspects of rendering and visualization. It provides an overview of the history of rendering from the 1960s to the present, covering geometric transformations, shading models, reflection models, illumination algorithms, and physically based rendering. It also mentions non-photorealistic rendering and lists some of the main topics that will be covered in the course like ray tracing, radiometry, and rendering algorithms.
This document summarizes the key topics from the first lecture of the CS348B course on rendering by Pat Hanrahan. It discusses the engineering, scientific, and artistic aspects of rendering and visualization. It provides an overview of the history of rendering from the 1960s to the present, covering geometric transformations, shading models, reflection models, illumination algorithms, and physically based rendering. It also mentions non-photorealistic rendering and lists some of the main topics that will be covered in the course like ray tracing, radiometry, and rendering algorithms.
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CS348B Lecture 1 Pat Hanrahan
Rendering Engineering Computer generation of visual media Printing, video, workstations; compression Provide visual cues for applications Perspective, shading, shadows, ... Why? - Discriminate and comprehend Science Models of appearance Perceptual, physical, mathematical, computational Why? - Realism Visualization and Illustration Transformation of abstract data to images Artistic CS348B Lecture 1 Pat Hanrahan Visual Cues Perspective and foreshortening Aerial perspective: desaturation, blurring Shadows Shading Transparency Occlusion Motion parallax Stereopsis Page 2 CS348B Lecture 1 Pat Hanrahan 60-70s : Geometric Aspects Transformation/clipping Evans and Sutherland display pipeline Hidden line and surface algorithms Sutherland, Sproull, Shumacker sort taxonomy Object vs. Image space Simple shading and texturing Gouraud: interpolating colors Phong: interpolating normals Blinn, Catmull, Williams texturing CS348B Lecture 1 Pat Hanrahan 80-90s : Optical Aspects Reflection models = Shading Cook and Torrance BRDF Cook, Perlin Procedural textures Illumination algorithms = Lighting Whitted Ray tracing Cohen, Goral, Wallace, Greenberg, Torrance Nishita, Nakamae Radiosity Kajiya Rendering equation Page 3 CS348B Lecture 1 Pat Hanrahan Rendering Engines 1st generation (1985), e.g. SGI 3000, DN 570 Transformation and rasterization of lines 2nd generation (1988), e.g. SGI GT, HP VRX Lighting, smooth-shading Efficient polygon rasterization Z-buffered hidden surface engine 3rd generation (1992), e.g. SGI RE Antialiasing Texture mapping 4th generation (1995?) Flexible lighting, shading, texturing Higher-level (e.g. curved) geometric primitives 5th generation (2000?) Global illumination: shadows, radiosity 10,000 100,000 1,000,000 10,000,000? 100,000,000? CS348B Lecture 1 Pat Hanrahan Physically-based Rendering Basic optics Physics of light and color Geometrical optics Ray metaphor Reflection and transmission Radiative transfer Radiometry and photometry; measurement Transport theory and integral equations Page 4 CS348B Lecture 1 Pat Hanrahan Questions 1. How is light measured? 2. How is the spatial distribution of light energy described? 3. How is reflection from a surface characterized? 4. What are the conditions for equilibrium flow of light in an environment? What do the numbers 0-255s mean? CS348B Lecture 1 Pat Hanrahan Why Physically-based Rendering? Interesting scientific challenge Necessary to simulate/augment reality Applications: design, entertainment Use real-world data Acquire geometric models Acquire reflection models Example of high complexity simulation Grand Challenge type problem Procedural modeling and data amplification Page 5 CS348B Lecture 1 Pat Hanrahan Non-photorealistic Rendering Visual eigenfunctions Surfaces Diffuse -> basic 3d shape Specular -> curvature Edge highlighting Textures Artistic convention Cross-hatching, axial lines, etc. Color coding Cutaways, cross-sections, exploded views CS348B Lecture 1 Pat Hanrahan Topics Classic HSR algorithms Ray tracing Radiometry Spectral representations Camera simulation Reflection models (materials) Texture mapping Rendering equation Illumination algorithms (radiosity and MC RT) Page 6 CS348B Lecture 1 Pat Hanrahan Ray Tracing Topics Ray-Surface intersection algorithms Polygons and parametric surfaces Algebraic and implicit surfaces Procedural models; CSG Acceleration techniques: Efficient ray queries Find the closest intersection? Is there any intersection? Sampling strategies Writing a ray tracer