[GAMES202] Lecture 1 & 2
Lecture 1. Intro
What’s?
1 Real-Time: Frame rate and for VR/AR. (Rendering not meeting this stantard is interactive) 2 High Quality: Realistic and (phisically) correctness (exactly or approximately).
Technological Milestones
Programmable rendering pipeline (20 years ago) compute shaders Precomputed-based methods (15 years ago) PrecRadianceTransfer, SphericalHarmonics, Bake Interactive Raytracing (8~10 years ago) CUDA&Optix (low spp + post-process denoising)
Lecture 2. Recap of CG Basics
Graphics Pipeline (A OpenGL Perspective)
Vertex Specification
Vertex Shader
Tessellation, Geometry Shader *
Vertex Post-Process (Transform Feedback, Primitive Assembly and Clipping)
Rasterization
Fragment Shader
Per-Sample Operations (Scissor/Stencil/Depth Testing, Blending, Early-Z, etc.)
Shader Debugging
NSight (Nvidia only) RenderDoc “Print out” as values
Light Transport Equation, LTE in RTR
Notes: Visibility term: , used in e.g. environment lighting Usually use cosine-weighted BRDF: