Interactive Graphics 12 - The Rendering Equation

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 16

  • @gauravbhokare
    @gauravbhokare 2 ปีที่แล้ว +15

    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 ปีที่แล้ว +13

    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 ปีที่แล้ว

      Exactly, I keep watching them as TV show.

  • @laurentttv6478
    @laurentttv6478 2 ปีที่แล้ว +4

    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 ปีที่แล้ว +2

    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 ปีที่แล้ว +1

    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 4 หลายเดือนก่อน +1

    perfect explanation, thank you so much!

  • @michelangelowebb4362
    @michelangelowebb4362 2 ปีที่แล้ว +1

    Thank you ! I really appreciate your work. It helps me a lot.

  • @anthonysteinerv
    @anthonysteinerv 10 หลายเดือนก่อน +1

    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.

  • @AG-ld6rv
    @AG-ld6rv ปีที่แล้ว +3

    If all 3d models of people had Cem's haircut, we'd need no subsurface scattering for the ears!

  • @domdom_hello
    @domdom_hello ปีที่แล้ว +1

    it's perfectly explained.. Thank you sir

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen 2 ปีที่แล้ว

    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 หลายเดือนก่อน

    For Direct light say, the value of brdf is > 1 for some Wo and Wi, then the outgoing light becomes > incoming light?

  • @elronnd_9515
    @elronnd_9515 2 ปีที่แล้ว

    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?)

  • @peterSobieraj
    @peterSobieraj 4 หลายเดือนก่อน

    Mathematically if function is 1 for single point, and 0 everywhere else, then integral is 0.

  • @PixelPulse168
    @PixelPulse168 2 ปีที่แล้ว