Last Time - PowerPoint PPT Presentation

About This Presentation
Title:

Last Time

Description:

From Alan Watt, '3D Computer Graphics' 05/07/02 (c) 2002 University of Wisconsin. Missing Paths ... From Alan Watt, '3D Computer Graphics' ... – PowerPoint PPT presentation

Number of Views:40
Avg rating:3.0/5.0
Slides: 20
Provided by: Stephen787
Category:
Tags: alan | last | time

less

Transcript and Presenter's Notes

Title: Last Time


1
Last Time
  • Ray-tracing implementation
  • Recall the light paths that ray-tracing captures
  • Technically, we are talking about eye ray
    tracing, which traces rays originating at the
    eye
  • Some people use the terms forward or backward
    ray-tracing, but there is no agreement in which
    direction is forward!

2
Which paths are present? Which paths are missing?
Ray-traced Cornell box, due to Henrik
Jensen, http//www.gk.dtu.dk/hwj
3
(No Transcript)
4
Today
  • Rendering algorithms that capture other light
    paths
  • Distribution ray-tracing
  • Radiosity
  • Bi-directional ray tracing

5
Ray-Tracing and Sampling
  • Basic ray-tracing casts one ray through each
    pixel, sends one ray for each reflection, one ray
    for each point light, etc
  • This represents a single sample for each point,
    and for an animation, a single sample for each
    frame
  • Many important effects require more samples
  • Motion blur A photograph of a moving object
    smears the object across the film (longer
    exposure, more motion blur)
  • Depth of Field Objects not located at the focal
    distance appear blurred when viewed through a
    real lens system
  • Rough reflections Reflections in a rough surface
    appear blurred

6
Distribution Raytracing
  • Distribution raytracing casts more than one ray
    for each sample
  • Originally called distributed raytracing, but the
    names confusing
  • How would you sample to get motion blur?
  • How would you sample to get rough reflections?
  • How would you sample to get depth of field?

7
Distribution Raytracing
Depth of Field
From Alan Watt, 3D Computer Graphics
8
Missing Paths
  • Basic recursive raytracing cannot do
  • LSDE Light bouncing off a shiny surface like a
    mirror and illuminating a diffuse surface
  • LDE Light bouncing off one diffuse surface to
    illuminate others
  • Basic problem The raytracer doesnt know where
    to send rays out of the diffuse surface to
    capture the incoming light
  • Also a problem for rough specular reflection
  • Fuzzy reflections in rough shiny objects

9
Bi-directional Raytracing
  • Cast rays from the light sources out into the
    scene
  • When a ray hits a diffuse surface, accumulate
    some light there
  • Surfaces record the amount of light that hits
    them
  • Store the light in texture maps
  • Store the light in quadtrees
  • Store the light in photon maps
  • Cast rays from the eye out into the scene
  • When a ray hits a diffuse surface, look up the
    amount of light that hit it in the light-ray
    phase
  • What paths does it capture?
  • What sort of visual effects do you see?

10
Caustics
Standard raytracer Diffuse table and blue ball,
mirrors left, right and back, transparent red ball
Bi-directional raytracer
More rays in the light pass
Note the LSDSE paths
From Alan Watt, 3D Computer Graphics
11
Refraction caustic
Henrik wann Jensen, http//www.gk.dtu.dk/hwj
12
Refraction caustics
Henrik wann Jensen, http//www.gk.dtu.dk/hwj
13
Still Missing
  • LDE paths Diffuse-diffuse transport
  • Formulated and solved with radiosity methods
  • L(SD)E paths
  • Solved with Monte-Carlo renderers very very
    inefficient
  • Also solvable with multi-pass methods, but also
    very very inefficient, and subject to aliasing
  • An unsolved (unsolvable?) problem

14
Real World LDE Paths
From Alan Watt, 3D Computer Graphics
15
Radiosity Assumptions
  • All surfaces are perfectly diffuse
  • Means that is doesnt matter which way light hits
    or leaves a surface
  • Illumination is constant over a patch
  • Can break the world up into a discrete number of
    pieces
  • Problems at sharp illumination boundaries -
    shadows
  • Ways around these problems, but less efficient
    and less able to manage scene complexity
  • Assumptions allow us to solve for LDE paths

16
Radiosity Equation
  • Derived from the global illumination equation
    using radiosity assumptions
  • Bi is the radiosity (brightness) of patch i
  • ?i is the diffuse reflection coefficient
  • Fij is the form factor, which quantifies how much
    light patch j contributes to patch i
  • The brightness of each patch depends on how much
    light it gets from all the others, and its
    diffuse reflection

17
Solving the Radiosity Eqn
  • Radiosity algorithms use one of several methods
    to solve the radiosity equation
  • Basically a very large linear system, so
    techniques can all be mapped onto linear system
    solvers
  • A large part of the computation is in finding
    form factors
  • Describe how much light gets from each patch to
    every other patch
  • Geometric in nature - do not depend on the
    illumination, just the layout of the scene
  • Another key factor is finding good meshing
    strategies - ways of laying out the patches

18
Radiosity Example
  • Color bleeding is extreme in this example
  • Textures are applied after solving for
    illumination
  • Some meshing artifacts are visible - note the
    banding around the pictures on the wall

From Alan Watt, 3D Computer Graphics
19
Radiosity Meshing
  • Each patch is colored with its illumination
  • Note the discrete nature of the solution
  • The previous image was obtained by pushing color
    to vertices and then Gourand shading

From Alan Watt, 3D Computer Graphics
Write a Comment
User Comments (0)
About PowerShow.com