Images we will render during the course. 3D data courtesy of Wenzel Jakob, Jonas Pilo, and Bernhard Vogl.
Images students rendered for their final project.
Authors from left top: Baichuan Peter Wu, Minjian Xin,
Yijian Liu, Zhongrui Cao, Issac Nealey, Haolin Lu, Sarah Ekaireb,
Xinyuan Liang, Mrigankshi Kapoor & Keli Wang,
Kangming Yu & Zimu Guan.
This course discusses modern physically-based rendering techniques. Given a 3D scene description including the geometry, how surfaces and volumes reflect lights, the light source emission profiles, and the pose of a camera, physically-based rendering simulates the interactions between photons, surfaces, and volumes and produces an image. Physically-based rendering is central to computer graphics, and is becoming ever more crucial to domains outside of graphics such as computer vision, computational imaging, machine learning, and robotics, with applications in autonomous driving, training artificial intelligence agents, biomedical imaging, photography, and more. We will go through how we model the appearance of scenes (e.g., how do hair reflect lights? do objects change appearance when they become wet?), how we simulate light transport of surfaces and volumes efficiently, and how we invert the light transport process via differentiation.
Throughout the course, we will build a renderer with the capability of rendering layered materials, volumes, and more with modern rendering algorithms.
If you have taken CSE 168 and want more -- you should come!
If not, make sure you are familiar with the content in the Required Knowledge.