1. The Rendering Equation

  2. Quadrics

  3. Metaballs

  4. K-D tree Surface Area Heuristic

  5. Bounding Volume Hierarchy

  6. Specular BDRF Term

  7. The Euler Equation and Euler characteristic

The Rendering Equation

Raytracing
geometric algorithm to compute intersections of rays with the scene (aka. ray-based visibility)

  1. Primary Rays
    Camera Model

  2. Secondary rays and shadow feelers
    Secondary Rays
    Reflection and Refraction

  3. Combining all incoming light into “one” outgoing light
    Lighting models

Pathtracing
Algorithm to compute global illumination by shooting rays in all kinds of (random) directions (aka. random sampling, aka. Monte Carlo integration)

Intersection

Ray Triangle Intersection
Ray Box Intersection
Ray Sphere Intersection

Distribution Ray Tracing

Solution for Anti-Aliasing

Poisson Disk Sampling

Quadrics

Superquadrics

Implicit Surfaces

Root Finding

Metaballs

The Normal on Implicit Surfaces
The gradient of the field is the normal

Marching Cubes
Weighted Moving Least Squares Method

Acceleration Data Structures

Regular 3D Grids

The Optimal Number of Voxels

Spatial Hashing

Mailbox Technique
Problem: Bei Spatial Hashing kann es passieren das ein Ray mehrmals gegen ein Object getestet wird.
Gib jedem Ray eine ID (Counter)
Vor jedem interesction check teste ob teste ob der Punkt (das t) aus der Mailbox geladen werden kann.
Wenn nicht speichere den Punkt (das t) mit der Ray ID in der Mailbox

Optimisation: Ein Hash Table per Ray
funktioniert parrallel

Hierarchical Grid

Irregular Grids

Octree

kD-Trees

Finding a splitting plane

kD-Tree Splitting Plane
K-D tree Surface Area Heuristic

Distance Fields

K-DOPS

Laufzeit:

Bounding Volume Hierarchy

Running time:


The Collision Detection Pipeline

Separating Planes Algorithm

Perlin Noise

Gradient Noise

Simplex Noise

Voronoi Noise
Variations

Ambient Occlusion

1- Methode

Sample point in second renderpass in G-buffer (on fragment)

2. Methode

Average all pixel colors of neigbor positions in worldspace.

Refraction

Geometry Shader

Physically-Based Lighting

Flux

how much energy flows from/to/through a surface per unit of time.
Symbol: Φ
Units = Watt

Link to original

Irradiance

energy density = flux per area

Link to original

Lambert's law


since:

Link to original

Exitance

same thing as Irradiance, except for light leaving a surface

Link to original

Intensity

Flux over solid angles

Link to original

Radiance

The BRDF

The Micro-Facet BRDF

The Normal Distribution Function

Geometry Function



Fresnel Function

Generating Normals

Lapaceing Smoothing

Global Laplacian Smoothing

Mesh Simplification

Subdivision Surfaces

The Catmull-Clark Subdivision Scheme

Mesh

  • A Mesh with no border is called a closed Mesh

  • No dangiling Edges

Homeomorphism
topology equivalent

Two-Manifolds
A surface is called two-manifold if for each point on the surface there is an open ball such that the intersection of the ball and the surface is topologically equivlent to a two-dimensional disc.

Polyhedron

  • closed

  • two-manifold

  • no -self intersection

Doubly Connected Edge List

Potentielle Pürfungs Frage: Face gegeben Alle Nachbar faces

  • Von Face zu Edge

  • Von Edge im kreis in dem man immer in Next geht bis man wieder beim start ist.

  • Bei jedem schritt in die Twin Edge gehen und das Face der twin Edge speichern.

Matrix Representation of Meshes

The Euler Equation

Euler characteristic

The Euler-Poincaré Equation

The Platonic Solids

Regular Quad Meshes
Definition “regular quad mesh”:
Each face of the mesh is a quadrangle, and each vertex has degree 4.

Regular Meshes
A regular (n,m,g)-mesh is

  • a closed,

  • orientable mesh,

  • with genus g,

  • where each facet has exactly n edges,

  • and each vertex has exactly degree m.

L-Systems

Bracketed L-Systems

Parametric L-systems

Stochastic L-Systems

Parameterization


Parameterization Lamdas

Perform Step