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Distributed Ray Tracing

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Depth of field. Perturb eye position on lens. Soft shadow ... Depth of Field. The area in front of your camera where everything looks ... Depth of Field. Gloss ... – PowerPoint PPT presentation

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Title: Distributed Ray Tracing


1
Distributed Ray Tracing
Robert L. Cook Thomas Porter Loren
Carpenter Computer Division Lucasfilm
Ltd. SIGGRAPH 1984
2
Distributed Ray Tracing
Cook-Porter-Carpenter (1984) Apply
distribution-based sampling to many parts of the
ray-tracing algorithm Rays can also be
stochastically distributed in object space to
simulate
  • Gloss/Translucency
  • Perturb directions reflection/transmission, with
    distribution based on angle from ideal ray
  • Depth of field
  • Perturb eye position on lens
  • Soft shadow
  • Perturb illumination rays across area light
  • Motion blur
  • Perturb eye ray samples in time

3
Distributed Ray Tracing Apply distribution-based
sampling to many parts of the ray-tracing
algorithm Rays can also be stochastically
distributed in object space to simulate
  • Gloss
  • rays are distributed reflections around
    reflection direction to simulate non-smooth
    surfaces
  • Depth of field
  • origin of rays is distributed with respect to
    lens to get out-of-focus effect
  • Soft shadow
  • rays are distributed around light direction to
    simulate area light sources
  • Motion blur
  • rays are distributed in time to simulate object
    movement

4
Distributed Ray Tracing
5
Distributed Ray Tracing Rays can also be
stochastically distributed in object space to
simulate
  • Gloss
  • rays are distributed reflections around
    reflection direction to simulate non-smooth
    surfaces
  • Depth of field
  • origin of rays is distributed with respect to
    lens to get out-of-focus effect
  • Soft shadow
  • rays are distributed around light direction to
    simulate area light sources
  • Motion blur
  • rays are distributed in time to simulate object
    movement

6
DRT Gloss/Translucency
  • Blurry reflections and refractions are produced
    by randomly perturbing the reflection and
    refraction rays from their "true" directions.

7
Distributed Ray Tracing
8
Reflection
4 rays
64 rays
9
Transparency
4 rays
16 rays
10
Distributed Ray Tracing Rays can also be
stochastically distributed in object space to
simulate
  • Gloss
  • rays are distributed reflections around
    reflection direction to simulate non-smooth
    surfaces
  • Depth of field
  • origin of rays is distributed with respect to
    lens to get out-of-focus effect
  • Soft shadow
  • rays are distributed around light direction to
    simulate area light sources
  • Motion blur
  • rays are distributed in time to simulate object
    movement

11
Depth of Field
  • The area in front of your camera where everything
    looks sharp and in focus.
  • objects falling within that area will be
    acceptably-sharp and in focus
  • objects falling outside the area will be soft and
    out of focus.

12
CG Camera Models
  • Pinhole ideal camera
  • All rays go through single point
  • Everything in focus -- unrealistic

13
More Realistic Model
  • Lenses with spherical surfaces
  • Depth of field control

14
DRT Depth of Field
  • Each point in the scene appears as a circle on
    the image plane.

15
DRT Depth of field
  • The lens has a diameter of F/n .The lens is
    focused at a distance P so that the image plane
    is at a distance Vp
  • Points on the plane that is a distance D from the
    lens will focus at

16
DRT Depth of field
17
DRT Depth of field
For a point I on the image plane, the rays we
trace lie inside the cone whose radius at D is
18
Depth of Field
19
Distributed Ray Tracing Rays can also be
stochastically distributed in object space to
simulate
  • Gloss
  • rays are distributed reflections around
    reflection direction to simulate non-smooth
    surfaces
  • Depth-of-view
  • origin of rays is distributed with respect to
    lens to get out-of-focus effect
  • Soft shadow
  • rays are distributed around light direction to
    simulate area light sources
  • Motion blur
  • rays are distributed in time to simulate object
    movement

20
Soft Shadows
  • Consider the light source to be an area, not a
    point
  • Trace rays to random areas on the surface of the
    light source distribute rays according to areas
    of varying intensity of light source (if any)
  • Use the fraction of the light intensity equal to
    the fraction of rays which indicate an unobscured
    light source

21
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22
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23
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24
Cook (1986)
25
Distributed Ray Tracing Rays can also be
stochastically distributed in object space to
simulate
  • Gloss
  • rays are distributed reflections around
    reflection direction to simulate non-smooth
    surfaces
  • Depth-of-view
  • origin of rays is distributed with respect to
    lens to get out-of-focus effect
  • Soft shadow
  • rays are distributed around light direction to
    simulate area light sources
  • Motion blur
  • rays are distributed in time to simulate object
    movement

26
Motion Blur
Post-process blurring can get some effects, but
consider
  • Two objects moving so that one always obscures
    the other
  • Cant render and blur objects separately
  • A spinning top with texture blurred but
    highlights sharp
  • Cant post-process blur a rendered object
  • The blades of a fan creating a blurred shadow
  • Must consider the movement of other objects time

27
Temporal Jittering Sampling
28
Motion Blur
29
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30
Cook (1986)
31
Cook (1986)
32
Distributed Ray Tracing (Summary)
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