Interactive Graphics 12 - The Rendering Equation

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Cem Yuksel

Cem Yuksel

Күн бұрын

Пікірлер: 16
@gauravbhokare
@gauravbhokare 2 жыл бұрын
0:45 - Short history about Rendering Equation 1:55 - Motivation for The Rendering Equation 2:27 - Blinn/Phong material model 5:05 - General material model concept 6:28 - Surface Reflections - Introduction 13:26 - Surface Reflections - Bidirectional Reflectance Distribution Function (BRDF) 19:57 - Rendering Equation formulation 23:38 - Measured BRDF models 25:34 - Rendering Equation - Practical ways to compute it 42:40 - General form of Rendering Equation ( Emissive material, BSDF, Sub-surface scattering, Refractions)
@chrisl7584
@chrisl7584 2 жыл бұрын
I appreciate your courses so much, I've been bingeing them like a TV show. Thank you so much for publishing them, you're a true lifesaver and your lectures are by far the best resource for rendering fundamentals I've ever come across!
@irtberry
@irtberry Жыл бұрын
Exactly, I keep watching them as TV show.
@laurentttv6478
@laurentttv6478 2 жыл бұрын
I’m a graphic programmer and I’m impress by the quality and the simplicity to explain this equation that is be difficult to understand. I have found many ways to explain it to technical artists but never in a such good and easy way. It is really a great work, thanks for sharing. This lesson is awesome!
@loanselot325
@loanselot325 2 жыл бұрын
I am 18 years old and very interested in Computer Graphics, I just discovered you and those incredible series thanks to Jendrik Illner. I was trying to understand SebH - Atmospheric scattering paper, and this video gave me more information about those complicated equations. You are a legend and just got a new subscriber, teşekkürler :)
@jonisilva123
@jonisilva123 2 жыл бұрын
This is such a complex concept and yet you are able to explain it in such a clear way! What a great video, wonderful job, I wish I was one of your students!
@mohamedmoudene-n5i
@mohamedmoudene-n5i 5 ай бұрын
perfect explanation, thank you so much!
@AG-ld6rv
@AG-ld6rv Жыл бұрын
If all 3d models of people had Cem's haircut, we'd need no subsurface scattering for the ears!
@michelangelowebb4362
@michelangelowebb4362 2 жыл бұрын
Thank you ! I really appreciate your work. It helps me a lot.
@domdom_hello
@domdom_hello 2 жыл бұрын
it's perfectly explained.. Thank you sir
@anthonysteinerv
@anthonysteinerv 11 ай бұрын
What a beautiful lecture, I really enjoyed it. I kind of want to do a graduate in Computer Graphics, should I go to Utah, I wanted to appy to Stanford or Berkley and maybe even CMU.
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen 2 жыл бұрын
38:11 I don't think this is necessarily true. Imagine a point light source placed between the teapot and another object. You would get both direct and indirect light from the same direction. The presented assumption breaks down with "non-physical" lights, like they are used in CGI.
@vishaltewari4357
@vishaltewari4357 8 ай бұрын
For Direct light say, the value of brdf is > 1 for some Wo and Wi, then the outgoing light becomes > incoming light?
@PixelPulse168
@PixelPulse168 2 жыл бұрын
@peterSobieraj
@peterSobieraj 5 ай бұрын
Mathematically if function is 1 for single point, and 0 everywhere else, then integral is 0.
@elronnd_9515
@elronnd_9515 2 жыл бұрын
hmmmm ... so, since the rendering equation does not account for the speed of light, that means that it's defined recursively? Does that restrict the range of potential definitions of f_r, then--you have to pick an f_r that makes the whole thing have a stable value? (I guess any f_r that accounts for materials absorbing at least some light will probably satisfy this?)
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