Title: Distributed Ray Tracing
1Distributed Ray Tracing
Robert L. Cook Thomas Porter Loren
Carpenter Computer Division Lucasfilm
Ltd. SIGGRAPH 1984
2Distributed 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
3Distributed 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
4Distributed Ray Tracing
5Distributed 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
6DRT Gloss/Translucency
- Blurry reflections and refractions are produced
by randomly perturbing the reflection and
refraction rays from their "true" directions.
7Distributed Ray Tracing
8Reflection
4 rays
64 rays
9Transparency
4 rays
16 rays
10Distributed 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
11Depth 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.
12CG Camera Models
- Pinhole ideal camera
- All rays go through single point
- Everything in focus -- unrealistic
13More Realistic Model
- Lenses with spherical surfaces
- Depth of field control
14DRT Depth of Field
- Each point in the scene appears as a circle on
the image plane.
15DRT 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
16DRT Depth of field
17DRT Depth of field
For a point I on the image plane, the rays we
trace lie inside the cone whose radius at D is
18Depth of Field
19Distributed 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
20Soft 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
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24Cook (1986)
25Distributed 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
26Motion 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
27Temporal Jittering Sampling
28Motion Blur
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30Cook (1986)
31Cook (1986)
32Distributed Ray Tracing (Summary)