Direct Illumination with Lazy Visibility Evaluation - PowerPoint PPT Presentation

About This Presentation
Title:

Direct Illumination with Lazy Visibility Evaluation

Description:

Determines the visibility between any surface point and an area light source. ... The coherency of the penumbra regions over the image plane can again be exploited. ... – PowerPoint PPT presentation

Number of Views:22
Avg rating:3.0/5.0
Slides: 17
Provided by: darby4
Category:

less

Transcript and Presenter's Notes

Title: Direct Illumination with Lazy Visibility Evaluation


1
Direct Illumination with Lazy Visibility
Evaluation
  • David Hart
  • Philip DutrĂ©
  • Donald P. Greenberg
  • Cornell University
  • SIGGRAPH 99

2
Motivation
  • To compute the direct illumination in a
    three-dimensional scene
  • Determines the visibility between any surface
    point and an area light source.
  • An efficient processing of the visibility
    function is often the key for rendering fast and
    accurate soft shadows.
  • Integrates the incoming radiance function due to
    the light source.

3
Distinguishing Features
  • Two phases
  • Visibility function
  • Rendering equation
  • The visibility pass detects blocker-light source
    pairs.
  • Do NOT construct a complete discontinuity mesh in
    object space.
  • The second phase clips the light sources
    according to the stored blockers.
  • The remaining light source area defines the
    integration domain for the illumination integral.
  • We store no visibility information that will not
    be needed during the illumination computations.

4
Rendering Equation
  • Too complex!

5
Analytic Integration
  • The luminaires are a (disjoint) set of polygons.
  • The exitant radiance is a constant for a given
    light source.
  • The receiving surface is diffuse.
  • Use Stokes theorem

6
Monte Carlo Integration
  • Regardless of the type of BRDF.
  • Domain reduction
  • A fraction of the generated samples will evaluate
    to zero causing significant noise in the image.
  • A reduction of the integration domain to the
    visible parts of the light sources would decrease
    noise significantly.
  • Solid angle sampling
  • The integration domain can be transformed from
    the area of the light sources to the solid angle
    subtended by the light sources on the hemisphere
    around.

7
Construction of The Blocker-Map
8
Construction of The Blocker-Map
  • Shadow rays
  • A ray is cast through the center of each pixel
    find the nearest visible point and a number of
    shadow rays starting from that point are
    generated for each light source.
  • If one of these rays hits an intervening object,
    this blocker-light source pair is stored.
  • Flood-fill algorithm
  • The blocker is projected onto the light source
    and neighboring pixels are examined.
  • If the two polygons (blocker and light source)
    overlap, the pair will be added to the
    blocker-map.

9
Blocker-Map
10
Anti-Aliasing
  • If more than one ray per pixel is generated for
    illumination computations as part of an
    anti-aliasing algorithm.
  • The blocker-light source list might be invalid.
  • The surface points might be located in very
    different positions in object space.
  • The coherency of the penumbra regions over the
    image plane can again be exploited. Due to the
    flood-fill, we know that a blocker is at least
    valid for the center location of all covered
    pixels. Blah blah
  • If we allow the flood-fill algorithm to include
    the boundary pixels for which the flood-fill test
    fails, we can safely assume that we have stored
    all possible blockers.
  • To generate multiple sample rays for illumination
    computations, without increasing the number of
    rays used for constructing the blocker-map.
  • High-frequency geometry, such as small objects,
    might be overlooked.

11
Discussion
  • Missing blockers.
  • Increases the number of shadow rays.
  • Concludes any rather than the nearest
    intersecting polygon.
  • Receiver surfaces.
  • Produces soft shadows on any surface type.
  • Small blockers.
  • Clip a very small piece of the light source.
  • A whole set of small blockers might significantly
    affect the visibility of a light source, thus
    they cannot be ignored.
  • Requires a full clipping operation.
  • This is a worst-case scenario for our current
    algorithm.

12
Results
13
Results
14
Results
15
Results
16
Results
Write a Comment
User Comments (0)
About PowerShow.com