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Kai Westerkamp
CG-Seminar
Commits
028a0fe4
Commit
028a0fe4
authored
Jun 12, 2016
by
Kai Westerkamp
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KIT-Folien-de.bib
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KIT-Folien-de.nav
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KIT-Folien-de.pdf
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KIT-Folien-de.tex
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028a0fe4
@article{Xu:2014:PAR:2577382.2533687,
author = {Xu, Kun and Cao, Yan-Pei and Ma, Li-Qian and Dong, Zhao and Wang, Rui and Hu, Shi-Min},
title = {A Practical Algorithm for Rendering Interreflections with All-frequency BRDFs},
journal = {ACM Trans. Graph.},
volume = {33},
number = {1},
year = {2014},
pages = {10:1--10:16},
}
@article{Wang09asia,
author = {Jiaping Wang and Peiran Ren and Minmin Gong and John Snyder and Baining Guo},
title = {All-Frequency Rendering of Dynamic, Spatially-Varying Reflectance},
journal = {ACM Trans. Graph.},
volume = {28},
number = {5},
year = {2009},
pages = {??:1--??:10},
publisher = {ACM},
address = {New York, NY, USA}
}
@inproceedings{VSM,
author = {Donnelly, William and Lauritzen, Andrew},
title = {Variance Shadow Maps},
booktitle = {Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games},
series = {I3D '06},
year = {2006},
isbn = {1-59593-295-X},
location = {Redwood City, California},
pages = {161--165},
numpages = {5},
url = {http://doi.acm.org/10.1145/1111411.1111440},
doi = {10.1145/1111411.1111440},
acmid = {1111440},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {graphics hardware, real-time rendering, shader programming, shadow maps},
}
@article{ISM,
author = {Tobias Ritschel and
Thorsten Grosch and
Min H. Kim and
Hans-Peter Seidel and
Carsten Dachsbacher and
Jan Kautz},
title = {{Imperfect Shadow Maps for Efficient Computation of Indirect Illumination}},
journal = {ACM Trans. Graph. (Proc. of SIGGRAPH ASIA 2008)},
volume = 27,
number = 5,
year = {2008}
}
@inproceedings{VPL,
author = {Keller, Alexander},
title = {Instant Radiosity},
booktitle = {Proceedings of the 24th Annual Conference on Computer Graphics and Interactive Techniques},
series = {SIGGRAPH '97},
year = {1997},
isbn = {0-89791-896-7},
pages = {49--56},
numpages = {8},
url = {http://dx.doi.org/10.1145/258734.258769},
doi = {10.1145/258734.258769},
acmid = {258769},
publisher = {ACM Press/Addison-Wesley Publishing Co.},
address = {New York, NY, USA},
keywords = {Monte Carlo integration, accumulation buffer, hardware, jittered low discrepany sampling, photorealism, quasi-Monte Carlo integration, quasi-random walk, radiance equation, radiosity, realtime rendering algorithms, shading},
}
@misc{Glossy,
title = {Blurred Glossy Reflections},
howpublished = {\url{http://blog.yiningkarlli.com/2012/12/blurred-glossy-reflections.html}},
note = {Accessed: 2016-05-30}
}
@misc{praesi,
title = {All-Frequency Rendering of Dynamic, Spatially-Varying Reflectance},
howpublished = {\url{http://graphics.im.ntu.edu.tw/~kevincosner/presentation/Presentation-2010-04-14.pptx}},
note = {Accessed: 2016-05-30}
}
@article{Kajiya:1986:RE:15886.15902,
author = {Kajiya, James T.},
title = {The Rendering Equation},
journal = {SIGGRAPH Comput. Graph.},
issue_date = {Aug. 1986},
volume = {20},
number = {4},
month = aug,
year = {1986},
issn = {0097-8930},
pages = {143--150},
numpages = {8},
url = {http://doi.acm.org/10.1145/15886.15902},
doi = {10.1145/15886.15902},
acmid = {15902},
publisher = {ACM},
address = {New York, NY, USA},
}
@book{Jensen:2001:RIS:500844,
author = {Jensen, Henrik Wann},
title = {Realistic Image Synthesis Using Photon Mapping},
year = {2001},
isbn = {1-56881-147-0},
publisher = {A. K. Peters, Ltd.},
address = {Natick, MA, USA},
}
@article{Sloan:2002:PRT:566654.566612,
author = {Sloan, Peter-Pike and Kautz, Jan and Snyder, John},
title = {Precomputed Radiance Transfer for Real-time Rendering in Dynamic, Low-frequency Lighting Environments},
journal = {ACM Trans. Graph.},
issue_date = {July 2002},
volume = {21},
number = {3},
month = jul,
year = {2002},
issn = {0730-0301},
pages = {527--536},
numpages = {10},
url = {http://doi.acm.org/10.1145/566654.566612},
doi = {10.1145/566654.566612},
acmid = {566612},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {Monte Carlo techniques, graphics hardware, illumination, rendering, shadow algorithms},
}
beamer/KIT-Folien-de.nav
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beamer/KIT-Folien-de.pdf
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028a0fe4
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beamer/KIT-Folien-de.tex
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028a0fe4
...
...
@@ -29,8 +29,7 @@
\usepackage
{
multicol
}
\usepackage
{
lipsum
}
\usepackage
{
textcomp
}
\usepackage
{
biblatex
}
%\usepackage{cite}
%\usenavigationsymbols
...
...
@@ -73,12 +72,14 @@ Realistischere indirekte Beleuchtung
\parbox
{
.48
\linewidth
}{
%
\includegraphics
[width=\linewidth]
{
Bilder/GI2.jpg
}}
\footnotetext
[1]
{
\url
{
http://www.cs.cornell.edu/courses/cs6630/2012sp/slides/Boyadzhiev-Matzen-InstantRadiosity.pdf
}}
\footnotetext
[1]
{
\url
{
https://en.wikipedia.org/wiki/Global
_
illumination
}}
\end{frame}
\begin{frame}
\frametitle
{
Virtual Point Lights
}
\frametitle
{
Virtual Point Lights
\cite
{
VPL
}
}
\heading
{
1000 Virtual Point Lights
}
\parbox
{
.48
\linewidth
}{
%
...
...
@@ -87,10 +88,12 @@ Realistischere indirekte Beleuchtung
\parbox
{
.48
\linewidth
}{
%
\includegraphics
[width=\linewidth]
{
Bilder/VPL2
}}
\footnotetext
[1]
{
\url
{
http://www.cs.cornell.edu/courses/cs6630/2012sp/slides/Boyadzhiev-Matzen-InstantRadiosity.pdf
}}
\end{frame}
\begin{frame}
\frametitle
{
Virtual Point Lights
}
\frametitle
{
Virtual Point Lights
\cite
{
VPL
}
}
\heading
{
Glossy Material
}
\parbox
{
.48
\linewidth
}{
%
...
...
@@ -101,18 +104,17 @@ Realistischere indirekte Beleuchtung
\end{frame}
\begin{frame}
\frametitle
{
Algorithmus
}
\frametitle
{
Algorithmus
\cite
{
Xu:2014:PAR:2577382.2533687
}
}
\begin{center}
\includegraphics
[width=1\textwidth]
{
\paper
/Beispiele
}
\end{center}
\footnotetext
[1]
{
\fullcite
{
Xu:2014:PAR:2577382.2533687
}}
\end{frame}
\begin{frame}
\frametitle
{
Rendergleichung
}
\heading
{
Rendergleichung:
}
\heading
{
Rendergleichung
\cite
{
Kajiya:1986:RE:15886.15902
}
:
}
$$
L
(
x,o
)
=
L
_
e
(
x,o
)
+
\int
_{
\Omega
^
+
}
f
_
r
(
i,x,o
)
L
_
i
(
x,i
)
max
(
0
,i
\cdot
n
)
di
$$
\begin{minipage}
{
.5
\linewidth
}
...
...
@@ -130,6 +132,10 @@ $$L(x,o) = L_e(x,o) + \int_{\Omega^+}f_r(i,x,o)L_i(x,i)max(0,i\cdot n)di$$
$$
L
_
i
(
x,i
)
=
L
(
y,
-
i
)
$$
$$
y
=
ray
(
x,i
)
$$
\footnotetext
[1]
{
\url
{
https://en.wikipedia.org/wiki/Rendering
_
equation
}}
\end{frame}
\begin{frame}
...
...
@@ -145,7 +151,7 @@ $$G(v;p,\lambda,c) = c\cdot e{^{\lambda(v \cdot p-1)}}$$
\end{itemize}
Schreibweisen:
$
G
_
l
(
v
)=
G
(
v;p
_
l,
\lambda
_
l
)
=
G
(
v;p
_
l,
\lambda
_
l,
1
)
$
$
G
_
l
(
v
)=
G
(
v;p
_
l,
\lambda
_
l
)
=
G
(
v;p
_
l,
\lambda
_
l,
1
)
$
\\
Eigenschaften:
...
...
@@ -217,7 +223,6 @@ $$G(v;p,\lambda,c) = c\cdot e{^{\lambda(v \cdot p-1)}}$$
\end{center}
\end{overlayarea}
% Bild Wackeln Fixen
\only
<1>
{
\heading
{
Receiver
}
...
...
@@ -344,8 +349,9 @@ Abbruch bei:
\end{itemize}
\heading
{
Reflektor Reciever
}
\begin{itemize}
\item
200 Virtual Point Lights mit Imperfect Shadowmaps
\item
200 Virtual Point Lights mit Imperfect Shadowmaps
(ISM)
\item
Pro Knoten speichere die 3 n
{
\"
a
}
hesten VPL
\item
Sichtbarkeit zwischen VPL und X berechnen
\item
Projiziere Knoten auf die Ebene der VPL
\item
interpolieren (baryzentrische Koordinaten)
\end{itemize}
...
...
@@ -363,6 +369,7 @@ Abbruch bei:
\heading
{
Setup
}
\begin{itemize}
\item
Erstellen des Baums ab 200 Dreiecken
\item
VPL in Szene platzieren
\end{itemize}
\heading
{
Pro Pixel
}
\begin{itemize}
...
...
@@ -410,12 +417,15 @@ Abbruch bei:
\end{frame}
\begin{frame}
\frametitle
{
Quellen
}
Paper
\url
{
http://www.cs.cornell.edu/courses/cs6630/2012sp/slides/Boyadzhiev-Matzen-InstantRadiosity.pdf
}
%https://en.wikipedia.org/wiki/Global_illumination
%https://en.wikipedia.org/wiki/Rendering_equation
{
\footnotesize
\bibliographystyle
{
apalike
}
\bibliography
{
KIT-Folien-de
}
}
\end{frame}
...
...
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