Title: CS 655 Computer Graphics
1CS 655 Computer Graphics
2The Rendering Equation
- Developed by Kajiya in 1986
- An attempt to unify rendering so that all
rendering has a basic model as a basis - Accounts for all light interactions in an
environment
3Energy Balance
- Outgoing Incoming Emitted Absorbed
- The total light energy put into the system must
equal theenergy leaving the system (usually, via
heat). - Outgoing Emitted Reflected Transmitted
4Outgoing Energy
wo
H wi n(x) lt 0
N
wir
N surface normal
wo outgoing energy
wir incoming reflected energy
wit incoming transmitted energy
H- wi n(x) gt 0
H half space above object
wit
H- half space below object
5BRDF
- Bidirectional Reflectance Distribution Function
- A measurement of the amount of energy being
distributed about all directions from a point.
6Diffuse BRDF
- Light is reflected equally in all directions
7Specular BRDF
- Light is reflected only in one direction
8Glossy BRDF
- Light is reflected unequally in many directions
- Several models exist that attempt to represent
glossy BRDFs.
9Phong Model
10Blinn - Phong Model
11Modified Blinn - Phong Model
12Outgoing Energy
wo
H wi n(x) lt 0
N
wir
- Outgoing Emitted Reflected Transmitted
H- wi n(x) gt 0
wit
13Outgoing Energy
wo
H
N
wir
H-
wit
14The Rendering Equation
Unoccluded two point transfer No participating
media
If occluded, this is 0 If not occluded, this is
the inverse square of the distance between x
and x
Energy emitted from point x that reaches point x
15The Rendering Equation
The intensity of energy originating from
x, coming through point x, and terminating at
point x The BRDF
16The Rendering Equation
- In other words, the transport intensity from x
to x is the sum of the emitted light from x that
reaches x, plus all of the light from x that
eventually gets to x through x - We can rewrite the equation as
- Where M is the linear integral operator
17Breaking Down the Rendering Equation
18Breaking Down the Rendering Equation
Light to x directly from x
Light from light source to x, then to x
Light to x via x scattered twice
Light to x via x scattered three times
etc.
19Applying the Rendering Equation
- Local reflection models
- only the first two terms are used
- the ge term is non-zero only for light sources
- M operates on e rather than g, so shadows are not
computed
20Applying the Rendering Equation
- Basic ray tracing
- Mo is the sum of the reflection and refraction
terms - the geo gives shadows, but only for point light
sources - Ambient lighting is accounted for in e
- M is generally approximated by a small sum
21Distributed Ray Tracing
- An extension of the three component Whitted (ray
tracing) approximation - M is approximated by a distribution around the
reflection and transmission delta functions
22Radiosity
- by performing the transformations outlined in the
paper, we get - dB(x) is the radiosity of surface element dx
- ro is r(x, x, x) and is constant
- H(x) is the energy incident on the surface
element dx
23Applying the Rendering Equation
- Extended two pass algorithm by Sillion (1989)
- with
- In the first pass, extended form factors are used
to compute diffuse to diffuse interaction with
any number of specular transfers inbetween - The second pass uses standard ray tracing to
compute specular transfers
diffuse
specular
24Sampling
- Goal to reduce the variance in the final image
- Sampling uniformly will introduce significant
variance (noise) - Five sampling techniques are introduced
- Sequential uniform sampling
- Multidimensional sequential uniform sampling
- Hierarchical integration
- Adaptive sampling hierarchical integration
- Importance sampling
25Importance Sampling the Integral Equation
- Path Tracing
- A ray is sent out, then
- either a reflection or transmission ray is sent
- a shadow ray is sent
- The path tracers time is concentrated in the
more important samples
26Images from the Original Paper
Left ray tracing, 401 minutes Right using the
integral equation, 533 minutes 40 paths per
pixel
Using the integral equation 1221 minutes