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Two Minute Papers | https://www.youtube.com/watch?v=UcI-RnWzASk | TU Wien Rendering #30 - Dispersion and Spectral Rendering | Some materials, such as prisms have a non-constant index of refraction, and therefore they reflect and refract different colors of light into different directions, creating rainbow-like effects. Yes, rainbows are also created by dispersion! This also requires a fully spectral renderer that traces rays in the continuum ... | Okay, so I don't think I started. I will show you some of the small paint contest assignments from previous years. Is this visible? Is this? Looking to the one, I think I should pull some of the curtains. Maybe I'll be honest with you. Just a thanks. How about that? So you can see that even with the small paint progra... | [{"start": 0.0, "end": 3.4, "text": " Okay, so I don't think I started."}, {"start": 3.4, "end": 11.200000000000001, "text": " I will show you some of the small paint contest assignments from previous years."}, {"start": 11.200000000000001, "end": 13.700000000000001, "text": " Is this visible? Is this?"}, {"start": 13.... |
Two Minute Papers | https://www.youtube.com/watch?v=cDi-uti2oLQ | TU Wien Rendering #29 - Path Tracing Implementation & Code Walkthrough | Now that we know how path tracing works, we put in to code close to everything we've learned so far and will now implement a full global illumination path tracer from scratch in just 250 lines of C++ code. Imagine that all this knowledge we've amassed can be compressed into such a small program!
The full implementatio... | What a wonderful day we have today and what a wonderful time it is to write a path tracer. So why don't we get started? What we are going to be looking at is a program called SmallPaint which is a small path tracer in effectively 250 lines of code and it contains everything that we have learned during this course. We'... | [{"start": 0.0, "end": 6.4, "text": " What a wonderful day we have today and what a wonderful time it is to write a"}, {"start": 6.4, "end": 14.64, "text": " path tracer. So why don't we get started? What we are going to be looking at is a"}, {"start": 14.64, "end": 22.080000000000002, "text": " program called SmallPai... |
Two Minute Papers | https://www.youtube.com/watch?v=z9p2nis3amM | TU Wien Rendering #28 - Assignment 3 | The assignment file is available under the assignments section, around the last slide in the linked ppt: https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2019.html
There will be lots of fun to be had with Assignment 3! Yes, you've seen it right: assignment 2 is going to be shown in a later video with Thomas Auzinger... | Let's talk about assignment 3. This is the fun stuff. There's a lot of writing that don't is there. Assignment 2 is where you need to do quite a bit of mathematics. And down, there's only the fun stuff. So this is one of that. And that line for this is going to be way after the previous assignment. So it's not like I'... | [{"start": 0.0, "end": 6.42, "text": " Let's talk about assignment 3. This is the fun stuff. There's a lot of writing that"}, {"start": 6.42, "end": 12.26, "text": " don't is there. Assignment 2 is where you need to do quite a bit of mathematics."}, {"start": 12.26, "end": 20.34, "text": " And down, there's only the fu... |
Two Minute Papers | https://www.youtube.com/watch?v=vPwiqXjDgeo | TU Wien Rendering #27 - Russian Roulette Path Termination | To be faithful to mother nature, we would need a to trace an infinite number of bounces for every ray (of course this depends on the attenuation of the energy of the photon bounce after bounce). Since we only have finite resources, this sounds impossible. To our surprise, this is possible to solve with a statistical tr... | Quick question, we really discussed the rational plan that we were done. When do we start tracing the array? Well, what we did so far is we did a product, so we said that there's a maximum number of bounces that I'm going to compute and the rest of it I'm not interested in. The problem is that this is a biased solutio... | [{"start": 0.0, "end": 5.0, "text": " Quick question, we really discussed the rational plan that we were done."}, {"start": 5.0, "end": 7.0, "text": " When do we start tracing the array?"}, {"start": 7.0, "end": 12.0, "text": " Well, what we did so far is we did a product, so we said that"}, {"start": 12.0, "end": 15.0... |
Two Minute Papers | https://www.youtube.com/watch?v=1ziudxJT884 | TU Wien Rendering #26 - Low Discrepancy Sequences | In this segment we explore a subset of Quasi-Monte Carlo methods called low discrepancy series. Examples of this are the Halto and Van der Corput series. These are deterministically generated sample sequences that stratify well even in high dimensional Euclidean spaces. Surprisingly, randomly generated samples don't ha... | Let's talk about all these preferences series. What we have been talking about so far is WebOm something. This means that I have a random number generator, each generally samples, and this is the sample that I'm going to use. And many net addition for thinking that we could perhaps do much better than that. Because wh... | [{"start": 0.0, "end": 4.0, "text": " Let's talk about all these preferences series."}, {"start": 4.0, "end": 7.0, "text": " What we have been talking about so far is WebOm something."}, {"start": 7.0, "end": 10.0, "text": " This means that I have a random number generator,"}, {"start": 10.0, "end": 14.0, "text": " eac... |
Two Minute Papers | https://www.youtube.com/watch?v=i6KDgYk5Nzg | TU Wien Rendering #25 - Path Tracing, Next Event Estimation | We finally have every tool in our hand to solve the Holy Rendering Equation! Furthermore, we extend it with next event estimation (in other words, explicit light sampling) to handle occluded and point light sources well.
About the course:
This course aims to give an overview of basic and state-of-the-art methods of re... | Let's take a look at how the exact algorithm looks like. I have a recursive function where what I'm looking for first is if I have reached the maximum depth that I would like to render. This means that if I say that I will write together 5 bounces, then this is going to be 5. Did I reach this number of bounces? Yes, o... | [{"start": 0.0, "end": 4.0, "text": " Let's take a look at how the exact algorithm looks like."}, {"start": 6.0, "end": 15.0, "text": " I have a recursive function where what I'm looking for first is if I have reached the maximum depth that I would like to render."}, {"start": 15.0, "end": 21.0, "text": " This means th... |
Two Minute Papers | https://www.youtube.com/watch?v=zZZ4xW0WaY0 | TU Wien Rendering #24 - Importance Sampling | Monte Carlo integration is a fantastic tool, but it's not necessarily efficient if we don't do it right! Solving the rendering equation requires a lot of computational resources, we better use our math kung-fu to better squeeze every drop of performance from the renderer. By drawing samples from our function with a pro... | Let's talk about important sampling, because we have always been talking about uniform distribution. We will see that it's not usually a great idea to sample any function with uniform distribution. What I usually look for is that I have a function that I would like to reconstruct and I have a fixed sample project. Fro... | [{"start": 0.0, "end": 9.0, "text": " Let's talk about important sampling, because we have always been talking about uniform distribution."}, {"start": 9.0, "end": 19.0, "text": " We will see that it's not usually a great idea to sample any function with uniform distribution."}, {"start": 19.0, "end": 28.0, "text": " W... |
Two Minute Papers | https://www.youtube.com/watch?v=Su6mJp6NYY4 | TU Wien Rendering #23 - Monte Carlo Integration: The Solution | In segment #17, we encountered the problem with Monte Carlo integration: in some cases, it seemed to work well, not so much in others. What went wrong? Instead of just giving you the answer, I'll try to shed light on the nature of the problem from multiple angles and we will then successfully crack this nut together. T... | We have covered some problems. So we wanted to integrate this function two times sine squared of x from 0 to pi. And through engineering or through mathematics, we realized that this should be pi. And what we did is that we ramped the code that would integrate this through multi-hound iteration. And we got one instead... | [{"start": 0.0, "end": 3.0, "text": " We have covered some problems."}, {"start": 3.0, "end": 6.0, "text": " So we wanted to integrate this function"}, {"start": 6.0, "end": 10.0, "text": " two times sine squared of x from 0 to pi."}, {"start": 10.0, "end": 12.0, "text": " And through engineering or through mathematics... |
Two Minute Papers | https://www.youtube.com/watch?v=Ash4Q06ZcHU | TU Wien Rendering #19 - Space Partitioning 1 | This lecture is held by Thomas Auzinger. Space partitioning helps us to alleviate the problem of intersecting a ray of light against every object in the scene. It turns out that we can often throw away half of the objects with every intersection test!
About the course:
This course aims to give an overview of basic and... | Okay, so welcome to today's rendering lecture. This is going to be unit 4. We will have two parts in it. So one, the first part will be spatial acceleration structures and the next part will be tone mapping. I will hold the next three lectures. So this one and two more and then I'll take it over again. So spatial acce... | [{"start": 0.0, "end": 9.0, "text": " Okay, so welcome to today's rendering lecture. This is going to be unit 4. We will have two parts in it."}, {"start": 9.0, "end": 16.0, "text": " So one, the first part will be spatial acceleration structures and the next part will be tone mapping."}, {"start": 16.0, "end": 25.0, "... |
Two Minute Papers | https://www.youtube.com/watch?v=ua8Aaf-XIO8 | TU Wien Rendering #20 - Space Partitioning 2 | This lecture is held by Thomas Auzinger. Space partitioning helps us to alleviate the problem of intersecting a ray of light against every object in the scene. It turns out that we can often throw away half of the objects with every intersection test!
About the course:
This course aims to give an overview of basic and... | Some detail on bonding volume hierarchy. So, I mean, you take the object, say the triangles and group them somehow together. I mean, there are a lot of ways to do that. This is a combinatorial explosion. So you cannot just say, test each possibility and check which is the best one. So usually, this is seen dependent. ... | [{"start": 0.0, "end": 3.0, "text": " Some detail on bonding volume hierarchy."}, {"start": 3.0, "end": 8.0, "text": " So, I mean, you take the object, say the triangles and group them somehow together."}, {"start": 8.0, "end": 11.0, "text": " I mean, there are a lot of ways to do that."}, {"start": 11.0, "end": 14.0, ... |
Two Minute Papers | https://www.youtube.com/watch?v=s6i8AV-m4W8 | TU Wien Rendering #21 - Tone Mapping Basics | This lecture is held by Thomas Auzinger. In the first lecture, we discussed that we're trying to simulate light transport and measure radiance. That sounds indeed wonderful, but we can't display radiance on our display device, can we? We have to convert it to RGB somehow. It turns out that it's not such a trivial probl... | Now to the second part. It's quite different, so it's tone mapping. This is concerned in our so before we had optimization for the light simulation. Now we will look at the very end of our rendering pipeline. So the issue of showing the image output on a display. Because the problem is that a light simulation outputs ... | [{"start": 0.0, "end": 2.0, "text": " Now to the second part."}, {"start": 4.12, "end": 6.88, "text": " It's quite different, so it's tone mapping."}, {"start": 8.0, "end": 11.64, "text": " This is concerned in our so before we had"}, {"start": 12.48, "end": 19.12, "text": " optimization for the light simulation. Now w... |
Two Minute Papers | https://www.youtube.com/watch?v=E69UxMz2Q9A | TU Wien Rendering #22 - Reinhard's Tone Mapper | This lecture is held by Thomas Auzinger. In the first lecture, we discussed that we're trying to simulate light transport and measure radiance. That sounds indeed wonderful, but we can't display radiance on our display device, can we? We have to convert it to RGB somehow. It turns out that it's not such a trivial probl... | So, as I said before, the tool map we will look at was developed by Renhardt at all in Hitzigrath 2002 presented. So it has, it had already some time to prove itself, so to say. It's widely used, so most light simulation products and also HDR photography tools have it and it has both a global and a local variant. So t... | [{"start": 0.0, "end": 8.120000000000001, "text": " So, as I said before, the tool map we will look at was developed by Renhardt at all in"}, {"start": 8.120000000000001, "end": 15.76, "text": " Hitzigrath 2002 presented. So it has, it had already some time to prove itself, so to"}, {"start": 15.76, "end": 24.96, "text... |
Two Minute Papers | https://www.youtube.com/watch?v=Oo9oOuC2zOo | TU Wien Rendering #18 - Coming Up Next: BVH, Tone Mapping, SSS | We now know a lot, but there is still lots of exciting things coming up next! If we implement subsurface scattering in our renderer, we can render translucent objects - these objects are not treated as surfaces, but volumes, in which photons can scatter or get absorbed. Many of these materials look absolutely mesmerizi... | Next time, what you will see is something that was missing from many of the bigger mutations of many assignments. What is the complexity of the ray tracing algorithm depend on? What depends on the resolution? The bigger the image, the more it takes, got it? It is exponential with respect to the depth. At least this im... | [{"start": 0.0, "end": 6.84, "text": " Next time, what you will see is something that was missing from many of the bigger"}, {"start": 6.84, "end": 13.84, "text": " mutations of many assignments. What is the complexity of the ray tracing algorithm"}, {"start": 13.84, "end": 17.02, "text": " depend on? What depends on t... |
Two Minute Papers | https://www.youtube.com/watch?v=HZWwaLVATA8 | TU Wien Rendering #17 - Monte Carlo Integration: Sample Mean & An Important Lesson | It is now time to implement a simple Monte Carlo integration scheme, the sample mean. It is indeed quite simple and seems to work quite well on some cases, but it apparently breaks down in others. This is a very important lesson: intuition is tremendously useful to get a good visual understanding of complicated theorie... | Excellent. So this was the heat or mis. Why heat or mis? Because the ball that I throw is either below or above the function. Now what we will actually use is the sample mean. The sample mean is different. I would like to integrate this function and I can take samples of it. Samples here mean that I have f of x and 2x... | [{"start": 0.0, "end": 11.0, "text": " Excellent. So this was the heat or mis. Why heat or mis? Because the ball that I throw is either below or above the function."}, {"start": 11.0, "end": 18.0, "text": " Now what we will actually use is the sample mean. The sample mean is different. I would like to integrate this fu... |
Two Minute Papers | https://www.youtube.com/watch?v=Tb6-JfI0HA0 | TU Wien Rendering #16 - Monte Carlo Integration: Hit or Miss | Monte Carlo integration is one of the most powerful techniques in all mathematics. If explained well, it is a simple technique that opens up the possibility of computing many definite integrals by taking random samples of the function. We'll also implement this in just a few lines of code soon!
About the course:
This ... | Let's go to Monte Carlo integration. I promise you something. If you learn what Monte Carlo integration is, you will never, ever in your life, will have to be loaded anymore integrals. Never, I promise to you, I give you my word. This is a simple method to approach that integrals. Basically, what we are looking for is... | [{"start": 0.0, "end": 17.0, "text": " Let's go to Monte Carlo integration. I promise you something. If you learn what Monte Carlo integration is, you will never, ever in your life, will have to be loaded anymore integrals."}, {"start": 17.0, "end": 31.0, "text": " Never, I promise to you, I give you my word. This is a... |
Two Minute Papers | https://www.youtube.com/watch?v=sg0pAwOSNGw | TU Wien Rendering #15 - Rendering Equation Properties | Equipped with the knowledge of BRDFs used for the two most common materials, we get a step closer to solve the Holy Rendering Equation. According to its infinite dimensional and singular properties, it is immensely difficult to solve, but to our surprise, with a few more tricks up our sleeve, we can make it happen.
A... | And of course, if we have some super long live paths that are combinations of these, then obviously the ray-face-circum, or recursive ray-face-circum cannot take this into account. Why is that? That's the big question. Let's go back to the illumination equation and imagine that I can think of a diffuse surface. What d... | [{"start": 0.0, "end": 6.0, "text": " And of course, if we have some super long live paths that are combinations of these,"}, {"start": 6.0, "end": 10.0, "text": " then obviously the ray-face-circum, or recursive ray-face-circum cannot take this into account."}, {"start": 10.0, "end": 18.0, "text": " Why is that? That'... |
Two Minute Papers | https://www.youtube.com/watch?v=vS0g9SVHRFc | TU Wien Rendering #14 - Global Illumination Benefits | Global illumination programs, unlike recursive ray tracers, are able to compute beautiful effects like indirect illumination and caustics. We take a closer look on how this is possible, and why the definition of shadows is fundamentally different in global illumination - this alternative definition allows us to get per... | Okay, so we have these two guys in the ring and we know already how to solve the illumination equation. The illumination equation. We don't measure radians, we measure intensity. It's not really unit and physics. It's just some heck-doth thing that happens to work. In the rendering equation, we measure radians and we ... | [{"start": 0.0, "end": 9.0, "text": " Okay, so we have these two guys in the ring and we know already how to solve the"}, {"start": 9.0, "end": 15.0, "text": " illumination equation. The illumination equation. We don't measure radians, we measure intensity."}, {"start": 15.0, "end": 21.0, "text": " It's not really unit... |
Two Minute Papers | https://www.youtube.com/watch?v=AUKLBdyvFxw | TU Wien Rendering #13 - Easter, BRDF++, Depth of Field | After some ramblings on the the differences of the Easter break in Hungary and Austria, we continue our journey and discuss how the f-stop works and how the well-known depth of field effect of cameras can be reproduced in our program. Then, finally we get to know the "real deal" BRDF models that we will use in our glob... | How was the Easter break? With nice, too short. Come on. We discussed it already. But what would be an appropriate length? For it. It's a big day for this one. Bigger two weeks. Bigger weeks. Maybe the entire curriculum. Yes. And just extended every time that. So every time by just two more weeks or something. That's ... | [{"start": 0.0, "end": 4.0, "text": " How was the Easter break?"}, {"start": 4.0, "end": 7.0, "text": " With nice, too short."}, {"start": 7.0, "end": 8.0, "text": " Come on."}, {"start": 8.0, "end": 10.0, "text": " We discussed it already."}, {"start": 10.0, "end": 13.0, "text": " But what would be an appropriate leng... |
Two Minute Papers | https://www.youtube.com/watch?v=WFOjJR3nWyQ | TU Wien Rendering #12 - Assignment 1 | The assignment file is available under the assignments section, around the last slide in the linked ppt: https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2019.html
After the toy 0th assignment that unfortunately wasn't recorded, here is the first handout.
About the course:
This course aims to give an overview of ba... | So let's talk about the assignment. We are going to play with Hall-Hackford's Business Card Rate Tracer. This is going to be an enlightening experience because it says it's a Business Card Rate Tracer. This sounds really good because the whole code can fit on the Business Card of yours. Well, you will see that this do... | [{"start": 0.0, "end": 5.0, "text": " So let's talk about the assignment."}, {"start": 5.0, "end": 9.0, "text": " We are going to play with Hall-Hackford's Business Card Rate Tracer."}, {"start": 9.0, "end": 14.0, "text": " This is going to be an enlightening experience because it says it's a Business Card Rate Tracer.... |
Two Minute Papers | https://www.youtube.com/watch?v=Qgsos_kz6pM | TU Wien Rendering #11 - Recursion and Heckbert's Taxonomy | We now know how to intersect a ray with a scene and how to perform simple shading operations. However, this only means one bounce. In real life, rays of light bounce many more times than one. We handle this problem with recursion by reflecting the ray of light off of the surface and start the process again as if the ne... | Now, let's jump back to recursion. So if I would like to compute multiple bounces, I need to handle this somehow. And we have talked about this briefly. If I intersect the first object, I need to reflect the way off of this object in some way. And after the shading is done, diffuse specular ambient shading, then we ca... | [{"start": 0.0, "end": 7.8, "text": " Now, let's jump back to recursion. So if I would like to compute multiple bounces, I"}, {"start": 7.8, "end": 14.16, "text": " need to handle this somehow. And we have talked about this briefly. If I intersect the first"}, {"start": 14.16, "end": 21.76, "text": " object, I need to ... |
Two Minute Papers | https://www.youtube.com/watch?v=ZhN5-o397QI | TU Wien Rendering #10 - Camera models | To build an adequate light simulation program, we also need to model how exactly light interacts with a camera. In this segment, we learn more about perspective and orthographic cameras, and we quickly implement the former in just a few lines of simple C++ code.
About the course:
This course aims to give an overview o... | Let's talk about cameras. I'm just going to rush through this because obviously everyone knows about pinhole cameras. The most basic camera model one can imagine is basically your box and you make super, super small hole on the box and you put a film in it. Basically some amount of light will flow into this and it is ... | [{"start": 0.0, "end": 7.84, "text": " Let's talk about cameras. I'm just going to rush through this because obviously everyone"}, {"start": 7.84, "end": 13.14, "text": " knows about pinhole cameras. The most basic camera model one can imagine is basically"}, {"start": 13.14, "end": 20.66, "text": " your box and you ma... |
Two Minute Papers | https://www.youtube.com/watch?v=fcvhOC5Q1dI | TU Wien Rendering #9 - Hard and Soft Shadows | Ever wondered why shadows look like the way they do? Some are really hard shadow boundaries while others are smooth gradients. In this segment, we learn how to compute both by sending shadow rays towards light sources. This is a probabilistic technique, which is surprisingly equivalent to Monte Carlo integration, a pow... | Okay, philosophical question. What is the definition of shadows? And because run along with those people already went for now. But let's compute for now, only for now, that shadows are regions that are not visible from light sources. And again, if you're a public transport or if you're a board, a lecture, such as this... | [{"start": 0.0, "end": 6.0, "text": " Okay, philosophical question. What is the definition of shadows?"}, {"start": 6.0, "end": 11.0, "text": " And because run along with those people already went for now."}, {"start": 11.0, "end": 19.0, "text": " But let's compute for now, only for now, that shadows are regions that a... |
Two Minute Papers | https://www.youtube.com/watch?v=Zi_CVTgqJqI | TU Wien Rendering #8 - Surface Normals | To be able to perform shading on an object, we have to compute surface normals. It's not so tricky, one only has to be able to compute gradients. We take an intuitive example for an elliptic paraboloid. It is also important to know when we have self-intersecting rays - this means that the ray trivially intersects the o... | Okay, let's quickly study how to compute surface normals because we are going to need that. If you remember the diagrams, we always have the surface normal for the diffuse specular and the ambient shading. And just a quick remark, in the previous lecture we have talked about diffuse and specular shading and also ambie... | [{"start": 0.0, "end": 5.28, "text": " Okay, let's quickly study how to compute surface normals because we are going to need that."}, {"start": 5.28, "end": 11.040000000000001, "text": " If you remember the diagrams, we always have the surface normal for the diffuse specular"}, {"start": 11.040000000000001, "end": 13.2... |
Two Minute Papers | https://www.youtube.com/watch?v=bQKy3N4TshU | TU Wien Rendering #7 - Ray-Sphere Intersection | We learn how to compute where a ray of light intersects a sphere. The advantages of parametric equations over the classical implicit formulations (in this context) are also discussed. Turns out there is some beauty to be seen and appreciated during the process!
About the course:
This course aims to give an overview of... | Okay, so I don't just talk. After being immersed into the beauty of Fresno's equation and Snasmo, we are going to continue with kind of putting together a new ray tracing problem. We know all about air-guests interactions and things like that, but we for instance don't know what the representation of a ray of light co... | [{"start": 0.0, "end": 5.0, "text": " Okay, so I don't just talk."}, {"start": 5.0, "end": 9.24, "text": " After being immersed into the beauty of"}, {"start": 9.24, "end": 14.200000000000001, "text": " Fresno's equation and Snasmo,"}, {"start": 14.200000000000001, "end": 20.8, "text": " we are going to continue with k... |
Two Minute Papers | https://www.youtube.com/watch?v=LD6xRkCJ6ek | TU Wien Rendering #6 - Snell's Law and Total Internal Reflection | Why does the straw look bent in a glass of water? Why is the world distorted when looking through a lens or a glass marble ball? How can light get trapped in transparent surfaces? We formulate Snell's law, an incredibly simple equation to answer these questions.
About the course:
This course aims to give an overview o... | There is still one thing that we don't know and it's about angles. So we know about probabilities. Whatever you give me, I can't tell you what is the probability that life gets reflected or refracted. I know the probabilities. But I don't know about angles. And what we need to know is that light, rays of light slow do... | [{"start": 0.0, "end": 4.8, "text": " There is still one thing that we don't know and it's about angles."}, {"start": 4.8, "end": 6.8, "text": " So we know about probabilities."}, {"start": 6.8, "end": 12.8, "text": " Whatever you give me, I can't tell you what is the probability that life gets reflected or refracted."... |
Two Minute Papers | https://www.youtube.com/watch?v=iKNSPETJNgo | TU Wien Rendering #5 - The Fresnel Equation and Schlick's Approximation | What portion of light is reflected and refracted by glass-like surfaces? The Fresnel equation shows us why we see such strong reflections in windows from grazing angles, and why it's so simple to look through them. Schlick's approximation of the original equation provides simple and powerful means that can be computed ... | Now, we have some image from physical reality. We have an interface that is air and glass. What I see here is that there is reflection and there is reflection. So in case not everyone understands the term, reflection is least reflection on. And reflection is reflection, right? With my horribly broken German. Thank God... | [{"start": 0.0, "end": 9.0, "text": " Now, we have some image from physical reality. We have an interface that is air and glass."}, {"start": 9.0, "end": 15.0, "text": " What I see here is that there is reflection and there is reflection."}, {"start": 15.0, "end": 23.0, "text": " So in case not everyone understands the... |
Two Minute Papers | https://www.youtube.com/watch?v=Gm7szS1hQxs | TU Wien Rendering #4 - Diffuse, Specular and Ambient Shading | As we don't yet know enough to solve the full rendering equations, we invoke simplified BRDF models to capture the most common materials seen in nature: one for diffuse, specular, and ambient shading. They provide quite beautiful and powerful results with a staggeringly simple formulation.
About the course:
This cours... | Let's go with a simplified version of the whole thing. We're going to talk about simplified BRDF models. Well, there's going to be the ambient BRDF. How does it look like? Well, first, first. On the left side, I see I. This is intensity. Well, what is this? Well, no one knows because we have not radians, not something... | [{"start": 0.0, "end": 4.64, "text": " Let's go with a simplified version of the whole thing. We're going to talk about"}, {"start": 4.64, "end": 11.16, "text": " simplified BRDF models. Well, there's going to be the ambient BRDF. How does it"}, {"start": 11.16, "end": 21.740000000000002, "text": " look like? Well, fir... |
Two Minute Papers | https://www.youtube.com/watch?v=4gXPVoippTs | TU Wien Rendering #3 - BRDF models, The Rendering Equation | There are many materials in the world that we'd like to model in our program: mirrors, walls, car paint and so on. How do we characterize these different material properties mathematically? We use BRDFs (Bidirectional reflectance distribution functions) as a vehicle to accomplish this, and also discuss how to use it to... | Now there's another fundamental question which is what makes the difference between different materials? And the other question is how do we model it? Well different materials reflecting coming right to different directions and they absorb different amounts of it in different wavelengths. That's the answer. We are goi... | [{"start": 0.0, "end": 7.44, "text": " Now there's another fundamental question which is what makes the difference between different materials?"}, {"start": 7.44, "end": 12.52, "text": " And the other question is how do we model it?"}, {"start": 12.52, "end": 21.16, "text": " Well different materials reflecting coming ... |
Two Minute Papers | https://www.youtube.com/watch?v=fSB4mqnm5lA | TU Wien Rendering #2 - Radiometry Recap, Light Attenuation | Course website: https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2019.html
Before trying to understand the nature of light, we have to have a grip on the basic units our simulation can rely on. What quantity would be adequate for this? Radiant flux? Irradiance? Radiance? And what do these words mean, anyway?
We als... | Okay, so let's jump into the thick of it. What do we measure in a simulation? A quick recap from the last lecture, this is going to be just a few minutes. So, first, radiant flux. This is the total amount of energy passing through a surface per second. What does it mean? I imagine some shape anywhere in this space, an... | [{"start": 0.0, "end": 7.0, "text": " Okay, so let's jump into the thick of it. What do we measure in a simulation?"}, {"start": 7.0, "end": 11.0, "text": " A quick recap from the last lecture, this is going to be just a few minutes."}, {"start": 11.0, "end": 18.0, "text": " So, first, radiant flux. This is the total a... |
Two Minute Papers | https://www.youtube.com/watch?v=pjc1QAI6zS0 | TU Wien Rendering #1 - Introduction | Course website: https://www.cg.tuwien.ac.at/courses/Rendering/VU.SS2019.html
A quick introduction where we learn how to pronounce my name, then I talk about what to expect from the course and what the assignments will be like.
About the course:
This course aims to give an overview of basic and state-of-the-art method... | We are going to start with the most difficult thing in the entire semester. It's about how to pronounce my name. Okay? Can you please find the lights for this spotlight because it's a bit hard to see? Oh, alright. I forgot this. Okay. This one? Yes. Okay. So, I am from Hungary and this is pronounced as Kaui Jone. Kaui... | [{"start": 0.0, "end": 4.4, "text": " We are going to start with the most difficult thing in the entire semester."}, {"start": 4.4, "end": 7.0, "text": " It's about how to pronounce my name."}, {"start": 7.0, "end": 9.0, "text": " Okay?"}, {"start": 9.0, "end": 13.0, "text": " Can you please find the lights for this sp... |
Two Minute Papers | https://www.youtube.com/watch?v=V1eYniJ0Rnk | Google DeepMind's Deep Q-learning playing Atari Breakout! | Google DeepMind created an artificial intelligence program using deep reinforcement learning that plays Atari games and improves itself to a superhuman level. It is capable of playing many Atari games and uses a combination of deep artificial neural networks and reinforcement learning. After presenting their initial re... | you you you you | [{"start": 0.0, "end": 2.0, "text": " you"}, {"start": 30.0, "end": 32.0, "text": " you"}, {"start": 60.0, "end": 62.0, "text": " you"}, {"start": 90.0, "end": 92.0, "text": " you"}] |
Two Minute Papers | https://www.youtube.com/watch?v=cS4Am7Q8wmM | Procedural Generation of Hand-drawn like Line Art | A technique to mimic and apply artistic drawing style on 3D models using reinforcement learning. Details:
http://cg.tuwien.ac.at/~zsolnai/gfx/prodecural_brush_synthesis_paper/
This technique is expected to be used in the feature-length film, Egill, The Last Pagan:
http://www.imdb.com/title/tt1492806/?ref_=fn_al_tt_1
... | [] | |
Two Minute Papers | https://www.youtube.com/watch?v=xjiFVSSMkfI | Control of Newtonian fluids with minimum force impact using the Navier Stokes equations | This is a program to simulate and control Newtonian fluids on the GPU by solving the Navier-Stokes equations. It's lots of fun and you should definitely try it out! The project was published at the Eurographics 2013 Poster Session.
Details:
http://cg.tuwien.ac.at/~zsolnai/gfx/real_time_fluid_control_eg/
http://cg.tuwi... | Today is a temporary day at Dria, it's the top habit that it wouldn't be going Connected to Dria is notions | [{"start": 0.0, "end": 1.22, "text": " Today is a temporary day at Dria,"}, {"start": 1.22, "end": 10.32, "text": " it's the top habit that it wouldn't be going Connected to Dria"}, {"start": 10.32, "end": 19.580000000000002, "text": " is not"}, {"start": 19.580000000000002, "end": 23.92, "text": "ions"}] |
Two Minute Papers | https://www.youtube.com/watch?v=7SFw6sdyzcQ | Real-time Control and Stopping of Fluids by Károly Zsolnai and László Szirmay-Kalos | This is a program to simulate and control Newtonian fluids on the GPU by solving the Navier-Stokes equations. It's lots of fun and you should definitely try it out! The project was published at the Eurographics 2013 Poster Session.
Details and code for this project are available here:
http://cg.tuwien.ac.at/~zsolnai/g... | ...' | [{"start": 0.0, "end": 16.0, "text": "...'"}] |
Two Minute Papers | https://www.youtube.com/watch?v=27PYlj-qNb0 | A parallel genetic algorithm for Roger Alsing’s EvoLisa problem (triangles) | Genetic algorithms can solve a multitude of optimization problems by the digital modeling of natural selection, mutation and recombination. This algorithm attempts to draw a faithful representation of the Mona Lisa using only a few triangles. It is implemented in C++ and OpenGL and takes less than 400 lines of code. It... | Don'ts everybody, sorry. Thank you. | [{"start": 0.0, "end": 22.6, "text": " Don'ts everybody, sorry."}, {"start": 22.6, "end": 47.88, "text": " Thank you."}] |
Two Minute Papers | https://www.youtube.com/watch?v=Zwj94pIAwzg | Volumetric path tracing with equiangular sampling in a 2k binary | Volumetric path tracing enables us to render the interactions of light and solid objects or a participating medium, such az haze, fog and so on. Equiangular sampling speeds up this process substantially.
Details and binary:
http://cg.tuwien.ac.at/~zsolnai/gfx/volumetric-path-tracing-with-equiangular-sampling-in-2k/
S... | you | [{"start": 0.0, "end": 2.0, "text": " you"}] |
Two Minute Papers | https://www.youtube.com/watch?v=mU-5CsaPfsE | Separable Subsurface Scattering - Unofficial talk by Károly Zsolnai | Separable Subsurface Scattering - a novel technique for real-time subsurface light transport calculations for computer games by Activision-Blizzard. This technique can render translucent objects such as human skin, marble, milk, plant leaves in real time on commodity hardware.
The paper was published in Computer Grap... | Friendly greetings to everyone, my name is Karo Jornai and I promise to you that the pronunciation of my name is going to be the most complicated thing in this unofficial talk. This piece of work is a collaboration between Activision Blizzard, the University of Saragusa and the Technical University of Vienna. The ques... | [{"start": 0.0, "end": 5.6000000000000005, "text": " Friendly greetings to everyone, my name is Karo Jornai and I promise to you that the"}, {"start": 5.6000000000000005, "end": 12.0, "text": " pronunciation of my name is going to be the most complicated thing in this unofficial talk."}, {"start": 12.0, "end": 18.0, "t... |
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