Presentation slides, resources and references of "Real-time rendering, 4th Edition" Book
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
- Chris Ohk
- HyunJun Park
- Johnson Kang
- Kyowon Yang
- Macht Sung
- MinHyeok Jeon
- Presentation Slides: Skipped.
- Contents Overview
- Notation and Definitions
- Presentation Slides: [PPTX], [PDF]
- Architecture
- The Application Stage
- Geometry Processing
- Rasterization
- Pixel Processing
- Through the Pipeline
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- Data-Parallel Architectures
- GPU Pipeline Overview
- The Programmable Shader Stage
- The Evolution of Programmable Shading and APIs
- The Vertex Shader
- The Tessellation Stage
- The Geometry Shader
- The Pixel Shader
- The Merging Stage
- The Compute Shader
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- Basic Transforms
- Special Matrix Transforms and Operations
- Quaternions
- Vertex Blending
- Morphing
- Geometry Cache Playback
- Projections
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- Shading Models
- Light Sources
- Implementing Shading Models
- Aliasing and Antialiasing
- Transparency, Alpha, and Compositing
- Display Encoding
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- The Texturing Pipeline
- Image Texturing
- Procedural Texturing
- Texture Animation
- Material Mapping
- Alpha Mapping
- Bump Mapping
- Parallax Mapping
- Textured Lights
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- Planar Shadows
- Shadows on Curved Surfaces
- Shadow Volumes
- Shadow Maps
- Percentage-Closer Filtering
- Percentage-Closer Soft Shadows
- Filtered Shadow Maps
- Volumetric Shadow Techniques
- Irregular Z-Buffer Shadows
- Other Applications
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- Light Quantities
- Scene to Screen
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- Physics of Light
- The Camera
- The BRDF
- Illumination
- Fresnel Reflectance
- Microgeometry
- Microfacet Theory
- BRDF Models for Surface Reflection
- BRDF Models for Subsurface Scattering
- BRDF Models for Cloth
- Wave Optics BRDF Models
- Layered Materials
- Blending and Filtering Materials
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- Area Light Sources
- Environment Lighting
- Spherical and Hemispherical Functions
- Environment Mapping
- Specular Image-Based Lighting
- Irradiance Environment Mapping
- Sources of Error
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- The Rendering Equation
- General Global Illumination
- Ambient Occlusion
- Directional Occlusion
- Diffuse Global Illumination
- Specular Global Illumination
- Unified Approaches
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- Image Processing
- Reprojection Techniques
- Lens Flare and Bloom
- Depth of Field
- Motion Blur
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- The Rendering Spectrum
- Fixed-View Effects
- Skyboxes
- Light Field Rendering
- Sprites and Layers
- Billboarding
- Displacement Techniques
- Particle Systems
- Point Rendering
- Voxels
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- Light Scattering Theory
- Specialized Volumetric Rendering
- General Volumetric Rendering
- Sky Rendering
- Translucent Surfaces
- Subsurface Scattering
- Hair and Fur
- Unified Approaches
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- Toon Shading
- Outline Rendering
- Stroke Surface Stylization
- Lines
- Text Rendering
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- Sources of Three-Dimensional Data
- Tessellation and Triangulation
- Consolidation
- Triangle Fans, Strips, and Meshes
- Simplification
- Compression and Precision
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- Parametric Curves
- Parametric Curved Surfaces
- Implicit Surfaces
- Subdivision Curves
- Subdivision Surfaces
- Efficient Tessellation
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- Profiling and Debugging Tools
- Locating the Bottleneck
- Performance Measurements
- Optimization
- Multiprocessing
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- Spatial Data Structures
- Culling Techniques
- Backface Culling
- View Frustum Culling
- Portal Culling
- Detail and Small Triangle Culling
- Occlusion Culling
- Culling Systems
- Level of Detail
- Rendering Large Scenes
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- Deferred Shading
- Decal Rendering
- Tiled Shading
- Clustered Shading
- Deferred Texturing
- Object- and Texture-Space Shading
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- Equipment and Systems Overview
- Physical Elements
- APIs and Hardware
- Rendering Techniques
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- GPU-Accelerated Picking
- Definitions and Tools
- Bounding Volume Creation
- Geometric Probability
- Rules of Thumb
- Ray/Sphere Intersection
- Ray/Box Intersection
- Ray/Triangle Intersection
- Ray/Polygon Intersection
- Plane/Box Intersection
- Triangle/Triangle Intersection
- Triangle/Box Intersection
- Bounding-Volume/Bounding-Volume Intersection
- View Frustum Intersection
- Line/Line Intersection
- Intersection between Three Planes
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- Rasterization
- Massive Compute and Scheduling
- Latency and Occupancy
- Memory Architecture and Buses
- Caching and Compression
- Color Buffering
- Depth Culling, Testing, and Buffering
- Texturing
- Architecture
- Case Studies
- Ray Tracing Architectures
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- Everything Else
- You
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- Broad Phase Collision Detection
- Mid Phase Collision Detection
- Narrow Phase Collision Detection
- Collision Detection with Rays
- Dynamic CD Using BSP Trees
- Time-Critical Collision Detection
- Deformable Models
- Continuous Collision Detection
- Collision Response
- Particles
- Broad Phase Collision Detection
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- Broad Phase Collision Detection
- Shaders for Ray Tracing
- Top and Bottom Level Acceleration Structures
- Coherency
- Denoising
- Texture Filtering
- Speculations
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- Euclidean Space
- Geometrical Interpretation
- Matrices
- Homogeneous Notation
- Geometry
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- Definitions
- Trigonometric Laws and Formulae
The class is licensed under the MIT License:
Copyright © 2018 Chris Ohk, HyunJun Park, Johnson Kang, Kyowon Yang, Macht Sung and MinHyeok Jeon
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.