Course description from the DTU course catalogue [danish version]
How the text book "Physically Based Rendering (3rd edition)" is used in the course
Course prerequisites and links to programming resources
Lecture 1: Introduction and ray tracing of simplified direct illumination.
Lecture 2: Sun, sky, and colour.
Lecture 3: Specular objects (reflection, transmission, and Russian roulette).
Lecture 4: Monte Carlo integration.
Lecture 5: Path tracing.
Lecture 6a: Perspectives on lighting simulation (excerpt from 2015 talk).
Lecture 6b: Particle tracing and photon mapping.
Lecture 7: Dispersion and spectral rendering.
Lecture 8: Density estimation in photon mapping
Lecture 9: Microfacet models
Lecture 10: Volume rendering.
Lecture 11: Scattering by particles and the LMabs code
Lecture 12: High dynamic range imaging
Lecture 13: Subsurface scattering
Lecture 14a: Directional dipole model for subsurface scattering (SIGGRAPH 2015 slides)
Lecture 14b: Directional subsurface scattering
Lecture 14: Camera and eye models [not used in 2017]
Worksheet 1: Ray tracing an indexed face set, simple direct lighting of diffuse surfaces.
Worksheet 2: Rendering with analytic sun and sky models.
Worksheet 3: Reflection and refraction, Russian roulette, specular surfaces (glass and metals).
Worksheet 4: Monte Carlo integration, direct illumination, ambient occlusion
Worksheet 5: Path tracing, global illumination, splitting vs. Russian roulette.
Worksheet 6: Photon mapping including final gathering.
Worksheet 7: Spectral rendering, dispersion, density estimation.
Worksheet 8: BRDF, glossy materials, microfacet models.
Worksheet 9: Path tracing homogeneous volumes, absorption, scattering.
Worksheet 10: Material appearance modelling.
Worksheet 11: High dynamic range (HDR) environment maps.
Worksheet 12: BSSRDF, subsurface scattering, single scattering, diffusion.
Render framework (including VS2013 solution and CMake files).
OptiX Render framework for the GPU acceleration exercise (Week 2, 2012, available upon request).
Lorenz-Mie code for computing the scattering properties of participating media (Week 10).
Glare demo for the exercise about camera and eye models (Week 13).
Depth of field, glare, Fourier optics. (Worksheet 12, 2016)
GPU accelerated rendering (Worksheet 2, 2012)
Ray tracing vs. real-time direct illumination (Worksheet 1, 2010)
Ray tracing vs. real-time reflections (Worksheet 2, 2010)
Ray tracing vs. real-time soft shadows (Worksheet 3, 2010)
Ray tracing vs. real-time metal and glass (Worksheet 4, 2010)
Spherical harmonics lighting (Worksheet 7, 2009, updated for 2010 but not used)
Precomputed radiance transfer and high dynamic range (Worksheet 8, 2009)
This course material was written by Jeppe Revall Frisvad, Associate Professor, DTU Compute, Technical University of Denmark.
© DTU Compute 2009-2017. All rights reserved.
Last updated 25 June 2017.