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TU Wien Rendering - Ray Tracing Course

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Overview

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Explore the fundamentals and advanced techniques of photorealistic rendering through this comprehensive university-level course from TU Wien covering ray tracing and global illumination. Master essential concepts starting with radiometry, light attenuation, and BRDF models before progressing to the rendering equation and various shading techniques including diffuse, specular, and ambient approaches. Learn the mathematical foundations including Fresnel equations, Schlick's approximation, Snell's law, and total internal reflection, then apply these concepts to practical implementations of ray-sphere intersection, surface normals, and shadow rendering. Develop understanding of camera models, recursion principles, and Heckbert's taxonomy while working through hands-on assignments that reinforce theoretical knowledge. Advance to sophisticated global illumination techniques including Monte Carlo integration methods, importance sampling, and path tracing with next event estimation. Discover optimization strategies through space partitioning, tone mapping techniques including Reinhard's tone mapper, and advanced sampling methods using low discrepancy sequences and Russian roulette path termination. Explore cutting-edge rendering algorithms including bidirectional path tracing, multiple importance sampling, Metropolis light transport, and photon mapping techniques. Conclude with advanced topics such as stochastic progressive photon mapping, vertex connection and merging, path space regularization, manifold exploration, and an overview of significant rendering research developments from 2013-2015, providing a complete foundation for understanding modern photorealistic rendering systems.

Syllabus

TU Wien Rendering #1 - Introduction
TU Wien Rendering #2 - Radiometry Recap, Light Attenuation
TU Wien Rendering #3 - BRDF models, The Rendering Equation
TU Wien Rendering #4 - Diffuse, Specular and Ambient Shading
TU Wien Rendering #5 - The Fresnel Equation and Schlick's Approximation
TU Wien Rendering #6 - Snell's Law and Total Internal Reflection
TU Wien Rendering #7 - Ray-Sphere Intersection
TU Wien Rendering #8 - Surface Normals
TU Wien Rendering #9 - Hard and Soft Shadows
TU Wien Rendering #10 - Camera models
TU Wien Rendering #11 - Recursion and Heckbert's Taxonomy
TU Wien Rendering #12 - Assignment 1
TU Wien Rendering #13 - Easter, BRDF++, Depth of Field
TU Wien Rendering #14 - Global Illumination Benefits
TU Wien Rendering #15 - Rendering Equation Properties
TU Wien Rendering #16 - Monte Carlo Integration: Hit or Miss
TU Wien Rendering #17 - Monte Carlo Integration: Sample Mean & An Important Lesson
TU Wien Rendering #18 - Coming Up Next: BVH, Tone Mapping, SSS
TU Wien Rendering #19 - Space Partitioning 1
TU Wien Rendering #20 - Space Partitioning 2
TU Wien Rendering #21 - Tone Mapping Basics
TU Wien Rendering #22 - Reinhard's Tone Mapper
TU Wien Rendering #23 - Monte Carlo Integration: The Solution
TU Wien Rendering #24 - Importance Sampling
TU Wien Rendering #25 - Path Tracing, Next Event Estimation
TU Wien Rendering #26 - Low Discrepancy Sequences
TU Wien Rendering #27 - Russian Roulette Path Termination
TU Wien Rendering #28 - Assignment 3
TU Wien Rendering #29 - Path Tracing Implementation & Code Walkthrough
TU Wien Rendering #30 - Dispersion and Spectral Rendering
TU Wien Rendering #31 - Unbiased, Consistent Algorithm Classes
TU Wien Rendering #32 - Bidirectional Path Tracing, Multiple Importance Sampling
TU Wien Rendering #33 - Metropolis Light Transport
TU Wien Rendering #34 - SDS Transport, Photon Mapping
TU Wien Rendering #35 - Stochastic Progressive Photon Mapping
TU Wien Rendering #36 - Vertex Connection and Merging, Path Space Regularization
TU Wien Rendering #37 - Manifold Exploration
TU Wien Rendering #38 - Awesome Rendering Papers from 2013-2015
TU Wien Rendering #39 - Assignment 4, Farewell

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