Refraction

  • The basics of refraction (Snell's law) and how to implement refraction in a ray tracer.
  • Cube maps -- how they work and why they are used.
  • Methods for approximating and computing P2 (including multi-pass rendering)
  • Computing N2 on either the farthest surface or the first backfacing surface
  • Difficulties with Total Internal Reflection and Concavity
  • Analysis of the Interactive Refraction technique

    Gamma-Ton

  • Basics of Photon Tracing - creating and rendering photon maps, monte carlo simulation, russian roulette
  • Surfel techniques -- resampling polygonal data and rendering
  • How different weathering effects are achieved with gamma-tons.
  • Tracing gamma-tons on non-linear paths
  • Rendering gamma-ton maps (including multi-texturing)
  • Analysis of the Gamma-Ton technique

    Rigid as Possible

  • General ideas of Section 2.
  • Stages of the Rigid as Possible and technique and why they are necessary
  • Scale-free matching - including error metric and linear algebra
  • Computing fitted triangles
  • Generating final result - including error metric and linear algebra
  • General ideas of Sections 5.1 and 5.2.
  • Analysis of the Rigid as Possible Technique

    Meshless Deformations

  • Explicit vs. Implicit Integration
  • Newton's Laws
  • Euler Integration and Stability
  • The Stable Integration Scheme (Section 3.4)
  • Handling collisions and gravity (note not covered in paper itself)
  • Rigid, linear, and quadratic shape matching
  • General idea of placticity and how it's different from elasticity
  • Analysis of the Meshless Deformation Technique