Title: CS348B:%20Image%20Synthesis
1CS348B Image Synthesis
- Goal How to generate realistic images?
- Applications
- Movies
- Interactive entertainment
- Industrial design
- Architecture
- Showcase products
- Cultural heritage
- Holy Grail Virtual reality
Final Fantasy
2Modeling Simulating Appearance
- Models
- Light and color
- Light sources
- Shapes
- Materials
- Interfaces Reflection and texture models
- Medium Atmospheric scattering models
- Cameras
- Lens and film
- Simulation
- Illumination
3History Geometric Aspects First
- Transformation/clipping and the graphics pipeline
- Evans and Sutherland
- Hidden line and surface algorithms
- Sutherland, Sproull, Shumacker
4History Simple Shading
- Simple shading and texturing
- Gouraud Þ interpolating colors
- Phong Þ interpolating normals
- Blinn, Catmull, Williams Þ texturing
5History Optical Aspects Second
- Reflection and texture models
- Cook and Torrance Þ BRDF
- Perlin Þ Procedural textures
- Cook, Perlin Þ Shading languages
- Illumination algorithms
- Whitted Þ Ray tracing
- Cohen, Goral, Wallace, Greenberg, Torrance
- Nishita, Nakamae Þ Radiosity
- Kajiya Þ Rendering equation
6Lighting
7Lighting Simulation
- The Rendering Equation
- Given a scene consisting of geometric primitives
with material properties and a set of light
sources, compute the illumination at each point
on each surface - Challenges
- Primitives complex lights, materials, shapes
- Infinite number of light paths
- How to solve it?
- Radiosity Finite element
- Ray tracing Monte Carlo
8Lighting Example Cornell Box
Hard Shadows
Caustics
Indirect Illumination
Surface Color
9Lighting Example Diffuse Reflection
Surface Color
Diffuse Shading
10Lighting Example Shadows
No Shadows
Shadows
11Lighting Example Soft Shadows
Hard Shadows Point Light Source
Soft Shadows Area Light Source
12Radiosity Indirect Illumination
Simulated
Program of Computer Graphics Cornell University
13Early Radiosity
14Early, Early Radiosity
Parry Moon and Domina Spencer (MIT), Lighting
Design, 1948
15Early DiffuseGlossy
Tribute to Vermeer Program of Computer Graphics,
Cornell
16Lighting Effects Glossy Materials
Hard Shadows
Soft Shadows
Caustics
Indirect Illumination
17Caustics
Jensen 1995
18Complex Indirect Illumination
Mies Courtyard House with Curved Elements
Modeling Stephen Duck Rendering Henrik Wann
Jensen
19Radiosity Turing Test
Measured
Simulated
Program of Computer Graphics Cornell University
20Materials
21Classic Computer Graphics Model
Plastic
22Classic Computer Graphics Model
Brushed Copper
23Material Taxonomy
RenderMan
Plastic Shiny Plastic
Rough Metal Shiny Metal
Matte
From Apodaca and Gritz, Advanced RenderMan
24Shadows on Rough Surfaces
With self-shadowing
Without self-shadowing
25Translucency
Surface Reflection
Subsurface Reflection
26Water Flows on the Venus
27Patinas
A Sense of TIme
28Virtual Actors Faces
Jensen, Marschner, Levoy, Hanrahan
Final Fantasy SquareUSA
29Virtual Actors Hair
Black
Brown
30Coupling Modeling Rendering
Fedkiw, Stam, Jensen 2001
31Clouds and Atmospheric Phenomena
Hogum Mountain Sunrise and sunset
7am
9am
Modeling Simon Premoze William
Thompson Rendering Henrik Wann Jensen
630pm
32(No Transcript)
33The Everyday World
Troy Maxwell-Hanrahan
34Interdisciplinary
- Computer science
- Computational geometry
- Software engineering
- Physics
- Radiometry and light fields
- Bidirectional reflectance distribution function
- Radiative transport
- Mathematics
- Integral equations
- Monte Carlo and finite element methods
- Perception
- Art