@@ -94,7 +94,7 @@ After each sampling / evaluation of the BSDF, we can update \texttt{eta *= bRec.
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@@ -94,7 +94,7 @@ After each sampling / evaluation of the BSDF, we can update \texttt{eta *= bRec.
\subsection{Adding a Microfact BSDF (10 Bonus Points)}
\subsection{Adding a Microfact BSDF (10 Bonus Points)}
For some bonus points, you can implement a more complex Microfacet material model, according to the steps outlined in Assignment 5, Part 1 found on the \href{https://wjakob.github.io/nori/#pa5}{Nori webpage}.
For some bonus points, you can implement a more complex Microfacet material model, according to the steps outlined in Assignment 5, Part 1 found on the \href{https://wjakob.github.io/nori/#pa5}{Nori webpage}.
This BSDF should give you a linear blend between a diffuse and a Torrance-Sparrow-based specular model. Note that some of the notes on the webpage do not apply: first, here is no default fresnel implementation in our framework; adding it is part of the assignment for implementing dielectrics. Second, the microfacet BRDF and its distribution will not be tested automatically on the server.
This BSDF should give you a linear blend between a diffuse and a Torrance-Sparrow-based specular model. Note that some of the notes on the webpage do not apply: first, there is no default fresnel implementation in our framework; adding it is part of the assignment for implementing dielectrics. Second, the microfacet BRDF and its distribution will not be tested automatically on the server.
\section{Sampling and Appearance (9 Points + 15 Bonus Points)}
\section{Sampling and Appearance (9 Points + 15 Bonus Points)}
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@@ -165,14 +165,16 @@ Apart from the theory behind it, which is not too complex, the \textbf{implement
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@@ -165,14 +165,16 @@ Apart from the theory behind it, which is not too complex, the \textbf{implement
\end{verbatim}
\end{verbatim}
\subsection{Tone Mapping (5 Bonus Points)}
\subsection{Tone Mapping (5 Bonus Points)}
There is already some sort of tone mapping in Nori (computations are in float, output is in 8bit integer). Identify that code and extend it with the \href{http://www.cmap.polytechnique.fr/~peyre/cours/x2005signal/hdr_photographic.pdf}{Reinhard operator} for tone mapping, or use something similarly effective.
There is already a basic type of tone mapping in Nori (computations are in float, output is in 8bit integer). Identify that code and extend it with the \href{http://www.cmap.polytechnique.fr/~peyre/cours/x2005signal/hdr_photographic.pdf}{Reinhard operator} for tone mapping, or use something similarly effective.
\section{Create your own Scene (5 Easy Points + 30 Bonus Points)}
\section{Create your own Scene (5 Easy Points + 30 Bonus Points)}
We would ask you to support us and future participants by preparing comprehensive test scenes that we can use in the next year, for features that you particularly liked. Perhaps you just want to get a little variation in (some of you may not want to see any more bunnies...). Preparing a useful scene will earn you 5 points (awarded only once per person). Scenes should only require a reasonable amount of porcessing power to be useful for students during development.
We would ask you to support us and future participants by preparing comprehensive test scenes that we can use in the next year, for features that you particularly liked. Perhaps you just want to get a little variation in (some of you may not want to see any more bunnies...). Preparing a useful scene will earn you 5 points (awarded only once per person). Scenes should only require a reasonable amount of processing power to be useful for students during development.
If, however, you also want to go beyond, to the realm where samples don't matter, feel free to get artistic! We will be holding a competition for who can come up with the most impressive scene: you can prepare scenes by combining individual models (please make sure they are not heavily copyrighted) and features that you implemented (mandatory or bonus) in custom Nori test scenes. Aim to get the most impressive renderings that you can manage! We will pick a winner, whose work will earn her/him 30 bonus points, as well as the honor of being exhibited on the course homepage. If you want to participate, this should be an extra scene in addition to the "useful" scene for future students.
If, however, you also want to go beyond, to the realm where samples don't matter, feel free to get artistic! We will be holding a competition for who can come up with the most impressive scene: you can prepare scenes by combining individual models (please make sure they are not heavily copyrighted) and features that you implemented (mandatory or bonus) in custom Nori test scenes. Aim to get the most impressive renderings that you can manage! We will pick a winner, whose work will earn her/him 30 bonus points, as well as the honor of being exhibited on the course homepage. If you want to participate, this should be an extra scene in addition to the "useful" scene for future students.
Unless you want to keep them a secret, we encourage you to show off your scenes in TUWEL while you design and refine them to get some feedback!
\section{I'm all done, now what?}
\section{I'm all done, now what?}
There is a copious amount of additional bonus points up for grabs this time, check the following sections for details. In addition, you can also find papers or effects on your own and implement them.
There is a copious amount of additional bonus points up for grabs this time, check the following sections for details. In addition, you can also find papers or effects on your own and implement them.
We will be generous with bonus points (although you won't really need them anymore if you do that).
We will be generous with bonus points (although you won't really need them anymore if you do that).
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@@ -191,8 +193,8 @@ Naty also has course presentations hosted on Youtube for you to access.
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@@ -191,8 +193,8 @@ Naty also has course presentations hosted on Youtube for you to access.
Ideas for bonus tasks with materials:
Ideas for bonus tasks with materials:
\begin{itemize}
\begin{itemize}
\item Implement the (not physically-based) Phong BSDF for glossy materials (see Appendix, 10 Points)
\item Implement the (not physically-based) Phong BSDF for glossy materials (see Appendix, 10 Points)
\item Support NEE with dielectric materials by implementing \href{https://www.ics.uci.edu/~yug10/projects/translucent/papers/Hanika_et_al-2015-Computer_Graphics_Forum.pdf}{manifold next event estimation} (50 Points)
\item Support NEE + MIS with dielectric materials by implementing \href{https://www.ics.uci.edu/~yug10/projects/translucent/papers/Hanika_et_al-2015-Computer_Graphics_Forum.pdf}{manifold next event estimation} (50 Points)
\item A physically correct gold BSDF (all effects described by Naty Hoffman, 10 Points)
\item A physically correct gold BSDF (all effects described by Naty Hoffman, 20 Points)
\item Fourier Basis BSDFs (from the book, 10 Points)
\item Fourier Basis BSDFs (from the book, 10 Points)
\item Subsurface scattering (SSS, your own research, 50 Points)
\item Subsurface scattering (SSS, your own research, 50 Points)