{"id":8441,"date":"2015-03-25T22:30:28","date_gmt":"2015-03-25T22:30:28","guid":{"rendered":"https:\/\/voxelvid.com\/?p=8441"},"modified":"2025-11-19T18:40:29","modified_gmt":"2025-11-19T18:40:29","slug":"tu-wien-rendering-3-brdf-models-the-rendering-equation","status":"publish","type":"post","link":"https:\/\/voxelvid.com\/?p=8441","title":{"rendered":"TU Wien Rendering #3 &#8211; BRDF models, The Rendering Equation"},"content":{"rendered":"<p>There are many materials in the world that we&#8217;d like to model in our program: mirrors, walls, car paint and so on. How do we characterize these different material properties mathematically? We use BRDFs (Bidirectional reflectance distribution functions) as a vehicle to accomplish this, and also discuss how to use it to formulate the holy grail of computer graphics, the rendering equation, the most fundamental equation of light transport.<\/p>\n<p>About the course:<br \/>\nThis course aims to give an overview of basic and state-of-the-art methods of rendering. Offline methods such as ray and path tracing, photon mapping and many other algorithms are introduced and various refinement are explained. <\/p>\n<p>The basics of the involved physics, such as geometric optics, surface and media interaction with light and camera models are outlined. <\/p>\n<p>The apparatus of Monte Carlo methods is introduced which is heavily used in several algorithms and its refinement in the form of stratified sampling and the Metropolis-Hastings method is explained. <\/p>\n<p>At the end of the course students should be familiar with common techniques in rendering and find their way around the current state-of-the-art of the field. Furthermore the exercises should deepen the attendees&#8217; understanding of the basic principles of light transport and enable them to write a simple rendering program themselves.<\/p>\n<p>These videos are the recordings of the lectures of 2015 at the Teschnische Universit\u00e4t Wien by K\u00e1roly Zsolnai and Thomas Auzinger<\/p>\n<p>Course website and slides \u2192 http:\/\/www.cg.tuwien.ac.at\/courses\/Rendering\/<br \/>\nSubscribe \u2192 http:\/\/www.youtube.com\/subscription_center?add_user=keeroyz<br \/>\nWeb \u2192 https:\/\/cg.tuwien.ac.at\/~zsolnai\/<br \/>\nTwitter \u2192 https:\/\/twitter.com\/karoly_zsolnai<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There are many materials in the world that we&#8217;d like to model in our program: mirrors, walls, car paint and so on. How do we characterize these different material properties mathematically? We use BRDFs (Bidirectional reflectance distribution functions) as a vehicle to accomplish this, and also discuss how to use it to formulate the holy [&hellip;]<\/p>\n","protected":false},"author":0,"featured_media":8442,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"video","meta":{"yasr_overall_rating":0,"yasr_post_is_review":"","yasr_auto_insert_disabled":"","yasr_review_type":"","footnotes":""},"categories":[23],"tags":[2765,2767,2739,2738,2737,2764,2766,2736],"class_list":["post-8441","post","type-post","status-publish","format-video","has-post-thumbnail","hentry","category-ai_tech","tag-bidirectional-reflectance-distribution-function","tag-brdf","tag-global-illumination","tag-ray-tracing","tag-rendering","tag-rendering-equation","tag-the-rendering-equation","tag-vienna-university-of-technology-college-university","post_format-post-format-video"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>TU Wien Rendering #3 - BRDF models, The Rendering Equation - voxelvid<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/voxelvid.com\/?p=8441\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"TU Wien Rendering #3 - BRDF models, The Rendering Equation - voxelvid\" \/>\n<meta property=\"og:description\" content=\"There are many materials in the world that we&#8217;d like to model in our program: mirrors, walls, car paint and so on. How do we characterize these different material properties mathematically? 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