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David Luebke1/19/99

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Create a pyramid of texture maps. Each level doubles filter size. David Luebke 1/19/99 ... Every ray hit deposits some of its energy into surface's illumination map ... – PowerPoint PPT presentation

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Title: David Luebke1/19/99


1
CS 551/651 Antialiasing Wrap-up
  • David Luebke
  • cs551dl_at_cs.virginia.edu
  • http//www.cs.virginia.edu/cs551dl

2
Administrivia
  • Hand in Assignment 1
  • Hand out Assignment 2
  • Sampling strategies in RSRT
  • Due Tuesday March 9
  • Read Sections 10.1, 10.4

3
Recap Antialiasing Strategies
  • Prefiltering
  • Supersampling
  • A-Buffer
  • Adaptive supersampling
  • Stochastic supersampling

4
Recap Nonuniform Supersampling
  • To be correct, need to modify filtering step

5
Recap Nonuniform Supersampling
  • Approximate answer weighted average filter
  • Correct answer multistage filtering
  • Real-world answer ignore the problem

? ? I(i, j) h(x-i, y-j)
I(x,y)
? ? h(x-i, y-j)
6
Recap Antialiasing and Texture Mapping
  • Texture mapping is uniquely harder
  • Potential for infinite frequencies
  • Texture mapping is uniquely easier
  • Textures can be prefiltered

7
Recap Antialiasing and Texture Mapping
  • Issue in prefiltering texture is how much texture
    a pixel filter covers
  • Simplest prefiltering scheme MIP-mapping
  • Assumption approximate filter size, ignore
    filter shape
  • Create a pyramid of texture maps
  • Each level doubles filter size

8
Recap Mip-Mapping
  • Tri-linear mip-mapping
  • Pixel size ? depth d
  • Linearly interpolate colors within 2 levels
    closest to d
  • Linearly interpolate color between levels
    according to d

9
Antialiasing Mip Mapping
  • Q Whats wrong with the mip-map approach to
    prefiltering texture?
  • A Assumes pixel maps to square in texture space
  • More sophisticated inverse pixel filters (see
    FvD p 828)
  • Summed area tables
  • Elliptical weighted average filtering

10
Backwards Ray Tracing
  • Traditional ray tracing traces rays from the eye,
    through the pixel, off of objects, to the light
    source
  • Backwards ray tracing traces rays from the light
    source, into the scene, into the eye
  • Why might this be better?

11
Backwards Ray Tracing
  • Backwards ray tracing can capture
  • Indirect illumination
  • Color bleeding
  • Caustics
  • Whats a caustic?
  • Give some examples
  • Where do caustics get the name?

12
Backwards Ray Tracing
  • Usually implies two passes
  • Rays are cast from light into scene
  • Rays are cast from the eye into scene, picking up
    illumination showered on the scene from the first
    pass

13
Backwards Ray Tracing
  • Q How might these two passes meet in the
    middle?

14
Backwards Ray Tracing
  • Arvo illumination maps tile surfaces with
    regular grids, like texture maps
  • Shoot rays outward from lights
  • Every ray hit deposits some of its energy into
    surfaces illumination map
  • Ignore first generation hits that directly
    illuminate surface (Why?)
  • Eye rays look up indirect illumination using
    bilinear interpolation

15
Backwards Ray Tracing
  • Watt Watt, Plate 34
  • Illustrates Arvos method of backwards ray
    tracing using illumination maps
  • Illustrates a scene with caustics
  • Related idea photon maps

16
Distributed Ray Tracing
  • Distributed ray tracing is an elegant technique
    that tackles many problems at once
  • Stochastic ray tracing distribute rays
    stochastically across pixel
  • Distributed ray tracing distribute rays
    stochastically across everything

17
Distributed Ray Tracing
  • Distribute rays stochastically across
  • Pixel for antialiasing
  • Light source for soft shadows
  • Reflection function for soft (glossy) reflections
  • Time for motion blur
  • Lens for depth of field
  • Cook 16 rays suffice for all of these

18
Distributed Ray Tracing
  • Distributed ray tracing is basically a Monte
    Carlo estimation technique
  • Practical details
  • Use lookup tables (LUTs) for distributing rays
    across functions
  • See WW Figure 10.14 p 263

19
Advanced Ray Tracing Wrapup
  • Backwards ray tracing accounts for indirect
    illumination by considering more general paths
    from light to eye
  • Distributed ray tracing uses a Monte Carlo
    sampling approach to solve many ray-tracing
    aliasing problems

20
Next Up Radiosity
  • Ray tracing
  • Models specular reflection easily
  • Diffuse lighting is more difficult
  • Radiosity methods explicitly model light as an
    energy-transfer problem
  • Models diffuse interreflection easily
  • Shiny, specular surfaces more difficult
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