02941 Physically Based Rendering and Material Appearance Modelling

Course description from the DTU course catalogue [danish version]

Course overview

How the text book "Physically Based Rendering (2nd edition)" is used in the course

Course prerequisites and links to programming resources


Week 1: Introduction and ray tracing of simplified direct illumination.

Week 2: Sun, sky, and colour.

Week 3: Specular objects (reflection, transmission, and Russian roulette).

Week 4: Monte Carlo integration.

Week 5: Path tracing.

Week 6: Particle tracing and photon mapping.

Week 7a: Dispersion and spectral rendering.

Week 7b: Density estimation in photon mapping

Week 8: Microfacet models

Week 9: Volume rendering.

Week 10: Particle scattering and environment mapping and the LMabs code

Week 11: Subsurface scattering

Week 12: Directional subsurface scattering

Week 13: Camera and eye models


Ray tracing an indexed face set, simple direct lighting of diffuse surfaces.

Rendering with analytic sun and sky models.

Reflection and refraction, Russian roulette, specular surfaces (glass and metals).

Monte Carlo integration, direct illumination, ambient occlusion

Path tracing, global illumination, splitting vs. Russian roulette.

Photon mapping including final gathering.

Spectral rendering, dispersion, density estimation.

BRDF, glossy materials, microfacet models.

Path tracing homogeneous volumes, absorption, scattering.

HDR environment maps, appearance modelling.

BSSRDF, subsurface scattering, single scattering, diffusion.

Depth of field, glare, Fourier optics.

Resources for the exercises

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).

Worksheets not used in the latest version of the course

GPU accelerated rendering (Week 2, 2012)

Ray tracing vs. real-time direct illumination (Week 1, 2010)

Ray tracing vs. real-time reflections (Week 2, 2010)

Ray tracing vs. real-time soft shadows (Week 3, 2010)

Ray tracing vs. real-time metal and glass (Week 4, 2010)

Spherical harmonics lighting (Week 7, 2009, updated for 2010 but not used)

Precomputed radiance transfer and high dynamic range (Week 8, 2009)


This course material was written by Jeppe Revall Frisvad, Associate Professor, DTU Compute, Technical University of Denmark.

© DTU Compute 2009-2016. All rights reserved.

Last updated 23 May 2016.