Title: Rendering
1Rendering
2Rendering
- It is the process of generating an image from a
model, by means of computer programs. - The model is a description of three dimensional
objects in a strictly defined language or data
structure. - It would contain geometry, viewpoint, texture,
lighting, and shading information.
3Features of Rendering
- A rendered image can be understood in terms of a
number of visible features. - Rendering research and development has been
largely motivated by finding ways to simulate
these efficiently. - Some of these features are listed next.
4Features of Rendering
- shading how the color and brightness of a
surface varies with lighting. - texture-mapping a method of applying detail to
surfaces.
5Features of Rendering
- bump-mapping a method of simulating small-scale
bumpiness on surfaces. - fogging/participating medium how light dims
when passing through non-clear atmosphere or air.
6Features of Rendering
- shadows the effect of obstructing (blocking)
light. -
- soft shadows varying darkness caused by
partially obscured light sources.
7Features of Rendering
- reflection mirror-like or highly glossy
reflection. - Transparency or opacity sharp transmission of
light through solid objects.
8Features of Rendering
- translucency highly scattered transmission of
light through solid objects. -
- refraction bending of light associated with
transparency.
9Features of Rendering
- diffraction bending, spreading and interference
of light passing by an object or aperture (hole
or crack) that disrupts the ray.
10Features of Rendering
- indirect illumination surfaces illuminated by
light reflected off other surfaces, rather than.
directly from a light source (also known as
global illumination).
11Features of Rendering
- caustics (a form of indirect illumination)
reflection of light off a shiny object, or
focusing of light through a transparent object,
to produce bright highlights on another object.
12Features of Rendering
- depth of field objects appear blurry or out of
focus when too far in front of or behind the
object in focus. -
- motion blur objects appear blurry due to
high-speed motion, or the motion of the camera.
13Features of Rendering
- photorealistic morphing 3D renderings to appear
more life-like. -
- non-photorealistic rendering rendering of
scenes in an artistic style, intended to look
like a painting or drawing.
14Rendering Algorithms
- Global illumination
- Painter's algorithm
- Radiosity
- Ray tracing
- Scanline algorithms like Reyes
- Volume rendering
- Unbiased rendering
- Z-buffer algorithms
15Global illumination
- Global illumination is a general name for a group
of algorithms used in 3D computer graphics that
are meant to add more realistic lighting to 3D
scenes. - Such algorithms take into account not only the
light which comes directly from a light source
(direct illumination), but also subsequent cases
in which light rays from the same source are
reflected by other surfaces in the scene
(indirect illumination).
16Global illumination
- Theoretically reflections, refractions, and
shadows are all examples of global illumination,
because when simulating them, one object affects
the rendering of another object (as opposed to an
object being affected only by a direct light). - In practice, however, only the simulation of
diffuse inter-reflection or caustics is called
global illumination.
17Global illumination
- Images rendered using global illumination
algorithms often appear more photorealistic than
images rendered using only direct illumination
algorithms. - However, such images are computationally more
expensive and consequently much slower to
generate.
18Global illumination
- Examples of algorithms used in global
illumination - Radiosity
- Ray tracing
- Beam tracing
- Cone tracing, path tracing
- Metropolis light transport
- Ambient occlusion
- Photon mapping
- Image based lighting
- some of these may be used together to yield
results that are fast, but accurate.
19Example-Global illumination
- Rendering without Global Illumination.
- Consider the next Figure.
- Note that we are looking at a fully-enclosed
scene through a one-way-transparency scheme (see
the chrome sphere's reflection of the otherwise
invisible white and green walls). - There is a lack of definition in areas that are
outside the beam of direct light from the ceiling
lamp. - For example, the geometry of the ceiling lamp's
housing is obscured within a solid grey area
produced by an ambient color. - Without the ambient color added into the
rendering equation, this surface would be black.
20Example-Global illumination
21Example-Global illumination
- Rendering with global illumination
- Note how light is reflected by surfaces.
- Note how colors transfer (or "bleed") from one
surface to another, an effect of diffuse
inter-reflection. - Notice how colors from the red and green walls
are diffusely reflected by other surfaces in the
scene (one-way transparency is used to allow us
to see "through" two walls from the outside while
preserving their effect inside the scene). - Also notable is the caustic projected on the red
wall as light passes through the glass sphere.
22Example-Global illumination
23Demo-Global illumination
24Radiosity
- Radiosity is a global illumination method.
- Direct Illumination is a term that covers the
principal lighting methods used by old school
rendering engines such as 3D Studio and POV. - A scene consists of two types of entity Objects
and Lights. - Lights cast light onto Objects, unless there is
another Object in the way, in which case a shadow
is left behind. - Examples of Direct illumination techniques are
- Shadow Volumes,
- Z-Buffer methods,
- Ray Tracing.
- Source (http//freespace.virgin.net/hugo.elias/rad
iosity/radiosity.htm)
25Radiosity
- Global illumination methods try to overcome some
of the problems associated with Ray Tracing. - While a Ray Tracer tends to simulate light
reflecting only once off each diffuse surface,
global illumination renderers simulate very many
reflections of light around a scene. - While each object in a Ray Traced scene must be
lit by some light source for it to be visible, an
object in a Globally Illuminated scene may be lit
simply by it's surroundings.
26Radiosity
- Lighting a simple scene with Direct Lighting
- A simple scene is modeled in 3D Studio.
- We wanted the room to look as if it was lit by
the sun shining in through the window. - So, we set up a spotlight to shine in.
- When we rendered it, the entire room was pitch
black, except for a couple of patches on the
floor that the light reached.
27Radiosity
- Turning up the Ambient Light simply caused the
room to appear a uniform grey, except for the
uniformly red floor, and light patches. - Adding a point light source in the middle of the
room brought out the details, but the scene
doesn't have that bright glow that you expect
from a sunlit room. - Lastly, we turned the background color to white,
to give the appearance of a bright sky.
28Radiosity
29Radiosity
- Lighting a simple scene with Global Lighting
- We modeled the same scene radiosity renderer.
- To provide the source of light, we rendered an
image of the sky with Terragen(scenery
generator), and placed it outside the window. - No other source of light was used.
- With no further effort, the room looks
realistically lit.
30Radiosity
- Interesting points to note
- The entire room is lit and visible, even those
surfaces facing away from the sun. - Soft shadows.
- The subtle change in brightness across the wall
to the left of the scene. - The grey walls, far from being grey, have a
certain warmth to them. The ceiling could even be
said to be ever so slightly pink.
31Radiosity
32The Workings of a Radiosity Renderer
- The basic premise of Radiosity.
- Any light that hits a surface is reflected back
into the scene. - That's any light. Not just light that's come
directly from light sources. Any light. - That's how paint in the real world thinks, and
that's how the radiosity renderer will work.
33The Workings of a Radiosity Renderer
- Anything that is visible is either emitting or
reflecting light, i.e. it is a source of light. - Everything you can see around you is a light
source. And so, when we are considering how much
light is reaching any part of a scene, we must
take care to add up light from all possible light
sources. - Basic Premises
- There is no difference between light sources and
objects. - A surface in the scene is lit by all parts of the
scene that are visible to it.
34The process of performing Radiosity on a scene
- A Simple Scene
- We begin with a simple scene a room with three
windows. - There are a couple of pillars and some alcoves,
to provide interesting shadows. It will be lit by
the scenery outside the windows, which we will
assume is completely dark, except for a small,
bright sun.
35The process of performing Radiosity on a scene
- Now, lets choose one of the surfaces in the room,
and consider the lighting on it.
36The process of performing Radiosity on a scene
- As with many difficult problems in computer
graphics, we'll divide it up into little patches
(of paint), and try to see the world from their
point of view. - From now on we'll refer to these patches of paint
simply as patches.
37The process of performing Radiosity on a scene
- Take one of those patches. And imagine you are
that patch. What does the world look like from
that perspective?
38The process of performing Radiosity on a scene
- View from a patch
- Placing your eye very carefully on the patch, and
looking outwards, you can see what it sees. - The room is very dark, because no light has
entered yet. But we have drawn in the edges for
your benefit. - By adding together all the light it sees, we can
calculate the total amount of light from the
scene reaching the patch. We'll refer to this as
the total incident light from now on. - This patch can only see the room and the darkness
outside. Adding up the incident light, we would
see that no light is arriving here. This patch is
darkly lit.
39The process of performing Radiosity on a scene
- View from a lower patch
- Pick a patch a little further down the pillar.
This patch can see the bright sun outside the
window. This time, adding up the incident light
will show that a lot of light is arriving here
(although the sun appears small, it is very
bright). This patch is brightly lit.
40The process of performing Radiosity on a scene
- Lighting on the Pillar
- Having repeated this process for all the patches,
and added up the incident light each time, we can
look back at the pillar and see what the lighting
is like. - The patches nearer the top of the pillar, which
could not see the sun, are in shadow, and those
that can are brightly lit. Those that could see
the sun partly obscured by the edge of the window
are only dimly lit. - And so Radiosity proceeds in much the same
fashion. As you have seen, shadows naturally
appear in parts of the scene that cannot see a
source of light.
41The process of performing Radiosity on a scene
42The process of performing Radiosity on a scene
- Entire Room Lit 1st Pass
- Repeating the process for every patch in the
room, gives us this scene. Everything is
completely dark, except for surfaces that have
received light from the sun. - So, this doesn't look like a very well lit scene.
Ignore the fact that the lighting looks blocky
we can fix that by using many more patches.
What's important to notice is that the room is
completely dark, except for those areas that can
see the sun. At the moment it's no improvement
over any other renderer. Well, it doesn't end
here. Now that some parts of the room are
brightly lit, they have become sources of light
themselves, and could well cast light onto other
parts of the scene.
43The process of performing Radiosity on a scene
44The process of performing Radiosity on a scene
- View from the patch after 1st Pass
- Patches that could not see the sun, and so
received no light, can now see the light shining
on other surfaces. - So in the next pass, this patch will come out
slightly lighter than the completely black it is
now.
45The process of performing Radiosity on a scene
- Entire Room Lit 2nd Pass
- This time, when you calculate the incident light
on each patch in the scene, many patches that
were black before are now lit. The room is
beginning to take on a more realistic appearance.
- What's happened is that sun light has reflected
once from the floor and walls, onto other
surfaces.
46The process of performing Radiosity on a scene
- Entire Room Lit 3rd Pass
- The third pass produces the effect of light
having reflected twice in the scene. Everything
looks pretty much the same, but is slightly
brighter.
47The process of performing Radiosity on a scene
- The next pass only looks a little brighter than
the last, and even the 16 th is not a lot
different. There's not much point in doing any
more passes after that. - The radiosity process slowly converges on a
solution. Each pass is a little less different
than the last, until eventually it becomes
stable. Depending on the complexity of the scene,
and the lightness of the surfaces, it may take a
few, or a few thousand passes. It's really up to
you when to stop it, and call it done.
48The process of performing Radiosity on a scene