Jens Grubert‎ > ‎Courses‎ > ‎

Rendering and Non Photorealistic Rendering

In the summer term 2006 I attended the courses "Computer Graphics II - Rendering" and "Non Photorealistic Rendering" in which advanced computer graphics topics were discussed.

The topics of the rendering course were:

  • the rendering equation
  • gobal illumination models
    • raytracing
    • radiosity
  • representations for geometry
    • volume models
    • surface models
  • spatial datastructures
    • octrees
    • kd-trees
    • bsp-trees
  • polygonal models
    • representations
    • mesh decimation
    • subdivision surfaces
  • texture mapping
  • shadow algorithms
  • animation
The Non Photorealistic Rendering (NPR) course dealt with:
  • Basic Data Types for NPR
    • Pixel Images
    • 3D Models
    • Models of linear features (strokes, etc.
  • Pixel Manipulation
    • Dithering / Halftoning methods
    • Screening (basics, procedural, artistic)
    • Image Mosaics
  • Silhouettes and Feature Strokes
    • Silhouette Computation for Polygonal Shapes
    • Feature Strokes
    • Hidden Line Removal for Object Space Strokes
  • Stippling and Hatching
    • Stippling as rendering with 1D Primitives
    • Hatching as Rendering with 2D Primitives
  • Lighting Models and Shading
    • Cel Shading
    • Phong-Based NPR Lighting Models
    • Alternative Lighting Models
  • Simulation of Natural Media
    • Pencil Drawings on Paper
    • Wax Crayons
    • Wet Paint
    • Traditional Mosaics
  • Distortions
    • Image Space Distortions
    • Object Space Distortions
    • Distortions in Animations
During the courses I implemented a raytracer that had following features:
  • xml  based scene description
  • loading of different geometry
    • CSG-Objects
    • polygonal meshes
      • Wavefront .obj format support
    • tori
    • quadrics (spheres, ellipses, cones, cylinder)
  • Gooch-Shading
  • Toon-Shading
  • adaptive supersampling
  • normal-buffer, z-buffer, id-buffer, reflection and refraction id-buffer output
  • affine transformations (scaling, rotation, translation)
  • light source attenuation
  • fresnel-equations
  • acceleration techniques
    • axis-aligned bounding boxes
    • adaptive depth control
  • image-based silhouettes
Images

Gooch shaded spheres.


Toon shaded Teapot.


Image based silhouettes.