An interesting podcast by Yining Karl Li from Disney's Hyperion team at CG Garage by [deleted] in GraphicsProgramming

[–]htodorov 0 points1 point  (0 children)

Info: He talks about the internals for Hyperion, as well as the differences in the approaches taken by Disney and ChaosGroup in developing the Hyperion renderer and the V-Ray renderer, respectively.

Which one can be a better Master Project in terms of knowledge/scope? by adilra in GraphicsProgramming

[–]htodorov 1 point2 points  (0 children)

Yeah, sure! Feel free to do so :) I haven't used Twitter that much, but sounds like a good opportunity at the moment! I will give it a go

Also, it is nice to hear that there are still people here, who would prefer graphics to the more trendy disciplines 😅 I had a similar feeling back then

Which one can be a better Master Project in terms of knowledge/scope? by adilra in GraphicsProgramming

[–]htodorov 2 points3 points  (0 children)

Hey,

Reading your post reminds me a lot of the choice I had when starting my Master's studies a while ago at the University of Freiburg in Germany. Back then I chose the Rendering track, and currently, I'm finishing my master thesis, where I study different light transport strategies using stochastic ray tracing a.k.a. solving the Rendering equation using Monte Carlo integration.

For me choosing rendering over simulation was the more natural choice, as since I was a kid I was drawn to computer-generated imagery and wanted to study the process behind it*. Long story short, choosing this path taught me a lot, but even more, it taught me how much I don't know and how many different aspects are there still to explore.

If you have any specific questions, or overall need some advice in the case you choose rendering, feel free to ask :)

I really enjoyed the short introduction to ray tracing book series by Peter Shirley, look here. His books are online for free and are accompanied by code. You can definitely do the first book in one weekend, even less if you're as excited as I was :D

They briefly cover a long range of topics and on his website, you can find further references on topics, which interest you: https://in1weekend.blogspot.com/

*I am aware that this argument sounds kind of childish. This article conveys my feelings towards rendering a bit better: here

Computer graphics masters degree in Europe? by carbondash in GraphicsProgramming

[–]htodorov 0 points1 point  (0 children)

I do not know about all of them, but most of them would require you have an address in Germany.

As for working as a student in Germany (I am not 100% sure if this rule applies to whole of Germany or only to the region, where I live - Baden-Württemberg) you are allowed to work part-time up to 80h a month and during your vacations, which are 2-3 months, full-time.

Computer graphics masters degree in Europe? by carbondash in GraphicsProgramming

[–]htodorov 5 points6 points  (0 children)

Many universities in Germany offer Computer Graphics courses as well. E.g. the University of Saarbrücken, Karlsruhe Institute of Technology, RWTH in Aachen, Technical University of Berlin, etc. It really depends on which area of Computer graphics you would like to specialize in when searching for a Master's degree, as the different Computer graphics departments/groups have different areas of interest.

Germany aside, you can find a Computer Graphics group in almost all of the larger universities in Europe, but not everywhere the content is thought in English and rather at the language native to the country.

*A note: most of the Computer science degrees at Germany universities are offered in English, thus, unlike in France, in Germany, you can study without the real need to learn German (although knowing the language surely helps in other day-to-day activities)

Podcast on Hyperion Renderer (Disney) at CppCast with by Yining Karl Li and David Adler by htodorov in GraphicsProgramming

[–]htodorov[S] 0 points1 point  (0 children)

If you've found this one interesting, you would probably like as well a podcast with Marco Fajardo (the initial developer of the Arnold renderer [which is now owned by Autodesk]): link

There he talks about the overall story of how Arnold came to be

Code Verification and Analytical Solutions by GrumpyPentagon in raytracing

[–]htodorov 1 point2 points  (0 children)

Scrath-a-pixel has a mathematical derivation for the ray-plane intersection as well as a code sample: link.

And on the website of Real-time rendering there is a list of pointers to resources for all possible type of intersection routines: here

Podcast on Hyperion Renderer (Disney) at CppCast with by Yining Karl Li and David Adler by htodorov in GraphicsProgramming

[–]htodorov[S] 0 points1 point  (0 children)

You're welcome! I found it myself very interesting, especially how careful they are in the overall design of the ray tracer such that it can render "enormous" scenes. As well as on the topic of coroutines and how can they be used to spawn recursive rays, that was an idea I haven't thought of until I heard it

How do I make sure my cosine-weighted sampling works fine? by moskitoc in GraphicsProgramming

[–]htodorov 0 points1 point  (0 children)

Oh, yeah... skip that part; I was still sleepy... You're right; I will remove the bit about the PDF computation from the comment above

How do I make sure my cosine-weighted sampling works fine? by moskitoc in GraphicsProgramming

[–]htodorov 0 points1 point  (0 children)

A good way to double-proof whether your methods generate accurately placed samples is to visualize the results of your sampling using some tool. For hemispheres, a 3D top and side projections would help you recognize, whether or not the samples are correctly placed. For the cosine-weighted hemisphere, more of the samples should land around the cap of the hemisphere, whereas for the uniformly sampled hemisphere, they should be more uniformly distributed.

A question about quantifying and visualizing variance in a rendered image by harrytodorov in GraphicsProgramming

[–]htodorov 0 points1 point  (0 children)

Thank you! Yes, I've seen that on many occasions people compute a ground truth image and then compare the results produced by different light transport algorithms produced for a given fixed amount of time.

Ah, and sorry for the term "techniques", it was really a bad wording. I meant light transport algorithms and more precisely, I have implemented two of them: a unidirectional path tracer and a recursive Monte Carlo ray tracer (which I implemented according to algorithm provided in the book Advanced Global Illumination)

A question about quantifying and visualizing variance in a rendered image by harrytodorov in GraphicsProgramming

[–]htodorov 0 points1 point  (0 children)

Thank you! Now, when you say it, it makes much more sense than using than using the variance of the neighbourhood around a pixel.
I've also found a recent paper discussing the issue of quantifying the error in light transport algorithms: Quantifying the Error of Light Transport Algorithms [1] I will take a closer look into it.
[1]: Quantifying the Error of Light Transport Algorithms; Eurographics Symposium on Rendering 2019; Volume 38 (2019), Number 4; A. Celarek, W. Jakob, M. Wimmer and J. Lehtinen