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 (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, colour, and environment maps.

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

Lecture 4: Monte Carlo integration.

Lecture 5: Path tracing.

Lecture 6: Particle tracing and photon mapping.

Lecture 7a: Density estimation in photon mapping

Lecture 7b: Photon differentials.

Lecture 8: Dispersion and spectral rendering.

Lecture 9: Microfacet models.

Lecture 10: Volume rendering.

Lecture 11: Subsurface scattering

Lecture 12: Material appearance modelling and the LMabs code

Slides included in 2018

Lecture 11a: Scattering by particles and the LMabs code

Lecture 11b: Appearance modelling example: cloudy apple juice

Lecture 13a: Directional dipole model for subsurface scattering (SIGGRAPH 2015 slides)

Lecture 13b: Directional subsurface scattering

Lecture 14: Camera and eye models


Worksheet 1: Ray tracing an indexed face set, simple direct lighting of diffuse surfaces.

Worksheet 2: Rendering with analytic sun and sky models and with environment maps.

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: Density estimation and photon differentials.

Worksheet 8: Dispersion and spectral rendering.

Worksheet 9: BRDF, glossy materials, microfacet models.

Worksheet 10: Path tracing homogeneous volumes, absorption, scattering.

Worksheet 11: Material appearance modelling.

Worksheet 12: BSSRDF, subsurface scattering, single scattering, diffusion.

Worksheet 13: Depth of field, glare, Fourier optics. (optional)

Resources for the exercises

Render framework (including VS2013 solution and CMake files).

OptiX Render framework for the GPU acceleration exercise (Worksheet 2, 2012, available upon request).

Lorenz-Mie code for computing the scattering properties of participating media (Worksheet 11).

Glare demo for the exercise about camera and eye models (Worksheet 13).

Worksheets not used in the latest version of the course

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 2009-2019. All rights reserved.

Last updated 25 June 2019.