Image Synthesis(Stanford cs348b)

Lecture 1: Course Overview / The Goals of Rendering

A Framework for Realistic Image Synthesis, by Don Greenberg.

Lecture 2: The Reyes Rendering Algorithm

The Reyes Image Rendering Architecture, by Robert Cook et al.

DiagSplit: Parallel, Crack-Free, Adaptive Tessellation For Micropolygon Rendering, Fisher et al., SIGGRAPH Asia 2009.

A Language For Shading and Lighting Calculations,
Pat Hanrahan and Jim Lawson.

Lecture 3: High-Quality 2D Rasterization

The
Barycentric Conspiracy, Fabian Giesen.

The A-Buffer, an Anti-Aliased Hidden Surface
Method, Loren Carpenter.

Adaptive Transparency, Marco Salvi et al.

Optional:

Some Notes on Graphics Hardware, Tomas
Akenine-Möller.

Triangle Rasterization in Practice, Fabian
Giesen.

Optimizing
the Basic Rasterizer, Fabien Giesen.

Lecture 4: 3D and 5D Rasterization

Stochastic Rasterization using Time-Continuous
Triangles, Tomas Akenine-Möller et al.

Data-parallel Rasterization of Micropolygons with
Defocus and Motion Blur, Kayvon Fatahalian et al..

Optional:

Efficient Triangle Coverage Tests for Stochastic
Rasterization, Samuli Laine and Tero Kerras.

Backface Culling for Motion Blur and Depth of
Field, Munkberg and Akenine-Möller.

Hierarchical Stochastic Motion Blur Rasterization,
Munkberg et al.

Clipless Dual-Space Bounds for Faster Stochastic
Rasterization, Samuli Laine et al..

Lecture 5: SIMD Parallelism for Rendering

Rasterization on Larrabee, Michael Abrash.

Optional:

ispc: A SPMD Compiler for High-Performance CPU
Programming, Matt Pharr and Bill Mark.

Lecture 6: Ray Tracing Basics

*Physically Based Rendering*, Chapters 1-3. (Sections 2.9 and 3.7 are optional.)

An Improved Illumination Model for Shaded Display,
Turner Whitted, CACM 1980.

Additional Resources:

*An Introduction to Ray Tracing*, Andrew Glassner, ed., Academic Press 1990.

*Realistic Ray Tracing*, Shirley and Morley, AK Peters 2003.

*Essential Ray Tracing Algorithms*, Eric Haines, In Glassner,

*An Introduction to Ray Tracing*, pp. 33-78.

*A Survey of Ray-Surface Intersection Algorithms*, Pat Hanrahan, In Glassner,

*An Introduction to Ray Tracing*, pp. 79-120.

Fast, minimum storage ray-triangle intersection,
Möller and Trumbore, jgt 1997.

Lecture 7: Ray Tracing Intersection Acceleration

*Physically Based Rendering*, Chapter 4.

Optional:

MSBVH: An Efficient Acceleration Data Structure for
Ray Traced Motion Blur, Grüenschloss et al., HPG 2011.

Lecture 8: High Performance Ray Tracing

Interactive Rendering with Coherent Ray Tracing,
Wald et al., Eurographics 2001.

Large Ray Packets for Real-time Whitted Ray
Tracing, Overbeck et al., Proc. IEEE Symposium in Interactive Ray
Tracing, 2008.

Getting
Rid of Packets-Efficient SIMD Single-Ray Traversal using
Multi-Branching BVHs, Wald et al., Proc. IEEE Symposium on
Interactive Ray Tracing, 2008.

Lecture 9: Radiometry and Cameras

*Physically Based Rendering*., Chapters 5 and 12.

A Realistic Camera Model for Computer Graphics,
Kolb et al., SIGGRAPH 1995.

xkcd what-if: If every person on Earth aimed a laser pointer at the
Moon at the same time, would it change color?

Optional:

*Introduction to Radiometry and Photometry*, McCluney, Artech House, 1994.

Raiometry and Photometry FAQ, James Palmer.

Lecture 10: Sampling and Reconstruction

*Physically Based Rendering*, Sections 7.1, 7.2, 7.3, 7.7, and 7.8

Stochastic Sampling in Computer Graphics, Robert
Cook, ACM Transactions on Graphics, 1986.

Generating Antialised Images at Low Sampling
Densities, Don Mitchell, SIGGRAPH 1987.

Reconstruction Filters for Computer Graphics,
Mitchell and Netravali, SIGGRAPH 1988.

Optional:

Antialiasing Through Stochastic Sampling, Dippe
and Wold, SIGGRAPH 1985.

Temporal
Light Field Reconstruction for Rendering Distribution Effects,
Lehtinen et al., SIGGRAPH 2011.

Lecture 11: Monte Carlo Integration

*Physically Based Rendering*., Chapters 13 and 14 (can skip Section 13.4).

Introduction to Monte Carlo Integration, Eric
Veach, CS448 Lecture 6 Notes, 1997.

Sampling Random Variables, Eric Veach, CS448
Lecture 7 Notes, 1997.

Variance Reduction I, Eric Veach, CS448 Lecture 8
Notes, 1997.

Variance Reduction II, Eric Veach, CS448 Lecture 9
Notes, 1997.

Lecture 12: Low Discrepancy Sampling

*Physically Based Rendering*, Section 7.4

Quasi-Monte
Carlo Image Synthesis in a Nutshell, Alexander Keller.

Optional:

(t, m, s)-Nets and Maximized Minimum Distance, Part
II, Grüenschloss and Keller.

Lecture 13: Surface Reflection I

*Physically Based Rendering*., Sections 8.1, 8.2, 8.3, and 8.5.

Image-based
BRDF Measurement Including Human Skin, Marschner et al.

Optional:

Geometrical
considerations and nomenclature for reflectance, Nicodemus et al.

A
New Change of Variables for Efficient BRDF Representation, Szymon Rusinkiewicz.

Lecture 14: Surface Reflection II

*Physically Based Rendering*., Sections 8.4, 8.6, and Chapter 9.

A Practical
Model for Subsurface Light Transport, Jensen et al.

Optional:

Light Scattering from Human Hair Fibers, Marschner
et al., SIGGRAPH 2003.

Lecture 15: Direct Illumination

*Physically Based Rendering*., Sections 14.6, 15.1.

Monte Carlo Methods for Direct Lighting
Calculations, Peter Shirley et al.

Optimally Combining Sampling Techniques for Monte
Carlo Rendering, Eric Veach and Leonidas Guibas.Optional:

Distributed Ray Tracing, Robert Cook et al.

Lecture 16: Guest Lecturer: Marcos Fajardo

Lecture 17: Global
Illumination and Path Tracing

*Physically Based Rendering*., Sections 15.2 and 15.3

Solving the Rendering Equation, Pat Hanrahan.

Lecture 18: Bidirectional Light Transport and Photon Mapping

*Physically Based Rendering*., Section 15.6

Bidirectional
Path Tracing, Eric Veach.

Global Illumination Using Photon Maps, Henrik
Wann Jensen.

Stochastic Progressive Photon Mapping, Toshiya Hachisuka
and Henrik Wann Jensen.

Optional:

Light
Transport Simulation with Vertex Connection and Merging, Iliyan
Georgiev et al.

Lecture 19: Volumetric Light Transport

*Physically Based Rendering*., Chapter 11, Section 14.7, and Chapter 16.

Importance Sampling Techniques for Path Tracing in
Participating Media, Kulla and Fajardo.

Efficient Simulation of Light Transport in Scenes
with Participating Media using Photon Maps, Henrik Wann Jensen and
Per Christensen.

Optional:

A
Layered, Heterogeneous Reflectance Model for Acquiring and Rendering
Human Skin, Craig Donner et al.

An Empirical BSSRDF Model, Craig Donner et al.