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predavanje
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-------------- sta je svetlo --------------------------------------------------- | |
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sta je, kako nastaje, kako ga mi primecujemo | |
EM, fotoni | |
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-------------- rasterizacija vs raytracing ------------------------------------- | |
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for each object | |
for each pixel of object | |
shade() | |
for each pixel | |
for each object | |
shade() | |
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-------------- raytracing u detalje -------------------------------------------- | |
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forward trace, backward trace, kako se konstruisu zraci, kako se predstavljaju | |
objekti, kako se racuna boja piksela, rekurzija | |
senke -> shadow rays -> whitted raytracer | |
(oblici: sfere, kvadri, trouglivu, bezijerove krive) | |
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-------------- tipovi povrsi i rendering jednacina ----------------------------- | |
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rendering j-na, pojednostavljeno objasnjenje (blagi uvod u radiometriju), BRDF | |
-> kako se koji parametar pojednostavljuje | |
-> razliciti tipovi povrsi (spekularna, glossy, diffusna, ss, refraktivna) | |
-> kako se pojednostavljenja implementiraj za razlicite povrsi -> sample-ovi | |
-> monte carlo approx -> noise | |
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-------------- globalna iluminacija -------------------------------------------- | |
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????? | |
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-------------- poboljsanja ----------------------------------------------------- | |
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stratified/importance sampling | |
bidirectional | |
metropolis | |
acceleration structures | |
soft shadows | |
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-------------- prednosti i mane u odnosu na rasterizaciju ---------------------- | |
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sporije, tacnije, nehomogene sredine, refleksija, refrakcija, color abberation | |
caustics -> photon mapping | |
efekti sa kamerom: DoF/bokeh, motion blur, spp i antialiasing (jittered) | |
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