General information |
Course unit name: Machine Learning in Computer Graphics
Course unit code: 575046
Academic year: 2021-2022
Coordinator: Ricardo Jorge Rodrigues Sepúlveda Marques
Department: Faculty of Mathematics and Computer Science
Credits: 3
Single program: S
Estimated learning time |
Total number of hours 75 |
Face-to-face and/or online activities |
32 |
(Due to the Covid-19 restrictions, we expect to have 50%-75% of in-person activities) |
Independent learning |
43 |
Teaching blocks |
1. Block 1: Introduction to Computer Graphics and Rendering Techniques
*
This first block provides an overview of the Computer Graphics field and the main current challenges. It will also provide details about the open problem of Physically-Based Rendering (PBR) and the Light Transport Equation (LTE) on which we will focus during this course.
2. Block 2: Monte Carlo Methods for Physically-Based Rendering
*
This block presents the use of Monte Carlo methods for PBR. We will see why Monte Carlo methods are needed and ubiquitous in photo-realistic image synthesis, how to improve their performance through variance reduction techniques, and the main limitations of the typical approaches.
3. Block 3: Machine Learning (ML) for Boosting Monte Carlo Methods in PBR
* In this third block we will cover different ML-based approaches to overcome some of the limitations identified in the previous block.
Teaching methods and general organization |
The weekly schedule of in-person activities is distributed in two hours of class that includes theory and practice.
If the health situation allows it and the necessary conditions are met, we expect to have between 50% and 70% of in-person activities. In general, when having an occupancy rate of 50%, students will attend in-person for a week and will follow class on streaming for the following week.
The time ranges of mixed teaching are maintained but all teaching will be carried out in an online format, prioritizing synchronous sessions for the subject dynamization.
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Official assessment of learning outcomes |
The course will follow a continuous evaluation consisting of:
Practical Project (60%) + Presentation and Report on a Research Paper (40%).
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Reading and study resources |
Consulteu la disponibilitat a CERCABIB
Book
Physically Based Rendering (3rd Edition) – Pharr, Matt; Jakob, Wenzel; Humphreys, Greg; Morgan Kaufmann, 2016, ISBN: 9780128006450
Freely available here: https://www.pbr-book.org/ |
Advanced Global Illumination (2nd Edition) – Dutré, Philip; Bala, Kavita; Beckaert, Philippe; A. K. Peters, Ltd., 2006, ISBN: 978-1568813073
Pattern Recognition and Machine Learning – Bishop, Christopher M.; Springer-Verlag, 2006, ISBN: 978-0-387-31073-2
Gaussian Process for Machine Learning (Adaptive Computation and Machine Learning) – Rasmussen, Carl Edward; Williams, Christopher K. I.; The MIT Press, 2005, ISBN: 978-0-262-18253-9
Freely available here: http://www.gaussianprocess.org/gpml/chapters/RW.pdf |
Efficient Quadrature Rules for Illumination Integrals: From Quasi Monte Carlo to Bayesian Monte Carlo – Marques, Ricardo; Bouville, Christian; Santos, Luís Paulo; Bouatouch, Kadi; Morgan & Claypool Publishers, 2015, ISBN: 978-1627057691
Conference papers and lectures
Machine Learning and Rendering – Keller, Alexander; Křivánek, Jaroslav; Novák, Jan; Kaplanyan, Anton; Salvi, Marco; ACM SIGGRAPH 2018 Courses (SIGGRAPH ’18). ACM, New York, NY, USA