Computer Animation - PowerPoint PPT Presentation

1 / 36
About This Presentation
Title:

Computer Animation

Description:

Computer Graphics Global Illumination: Photon Mapping, Participating Media Lecture 12 Taku Komura BSSRDF Bidirectional Scattering Surface Reflectance Distribution ... – PowerPoint PPT presentation

Number of Views:131
Avg rating:3.0/5.0
Slides: 37
Provided by: rizkiSta
Category:

less

Transcript and Presenter's Notes

Title: Computer Animation


1
Computer Graphics Global Illumination Photon
Mapping, Participating Media Lecture
12 Taku Komura
2
last lecture
  • Monte-Carlo Ray Tracing
  • Path Tracing
  • Bidirectional Path Tracing
  • Photon Mapping

3
Today
  • Methods to accelerate the accuracy of photon
    mapping
  • Rendering Participating Media

4
Accelerating the accuracy of photon mapping
  • Combine with ray tracing to visualize the
    specular light visible from the camera
  • Shoot more photons towards directions where more
    samples are needed
  • Caustics photon map
  • Tracing photons only towards specular surfaces

5
A Practical Two-Pass Algorithm
  • Building photon maps by photon tracing
  • Separate the photon paths into different
    categories according to the reflectance
  • Rendering
  • Combining the radiance of difference light paths

6
Light Transport Notation
  • L Lightsource
  • E Eye
  • S Specular reflection
  • D Diffuse reflection
  • (k) one or more k events
  • (k) zero or more of k events
  • (k)? zero or one k event
  • (kk) a k or k event

7
Photon Tracing
  • Create two photon maps
  • Global photon map (the usual photon map)?
  • All Photons with property L(SD)D are stored.
  • Caustics photon map
  • Created by tracing photons that hit the specular
    surfaces
  • Cast the photons only toward specular objects
  • LSD

8
Rendering
  • Separate the irradiance into four groups
  • Direct illumination (by ray tracing or global
    photon map)? LD
  • Diffuse indirect illumination (by global photon
    map) LD(SD)D
  • Specular reflection (by ray tracing) L(SD)S
  • Caustics (by caustics photon map)? LSD

9
Caustics Photon Map
  • Caustics require high resolution
  • Need to cast more photons towards surfaces that
    generates caustics
  • Projection Map

10
Projection map
  • A map of the geometry seen from the light source
  • Made of many cells which is on if there is a
    geometry in that direction, and off if not
  • For a point light, it is a spherical projection
  • For directional light, a planar projection
  • Use a bounding sphere to represent the objects

11
Direct Indirect Specular
12
(No Transcript)
13
Why is photon mapping efficient?
  • It is a stochastic approach that estimates the
    radiance from a few number of samples
  • Kernel density estimation
  • Can actively distribute samples to important
    areas
  • Caustics photon map

14
Today
  • Methods to accelerate the accuracy of photon
    mapping
  • Rendering Participating Media

15
Participating Media
  • Dusty air, clouds, silky water
  • Translucent materials such as marble, skin, and
    plants
  • Photon mapping is good in handling participating
    media
  • In participating media, the light is scattered to
    different directions

16
Single / Multiple scattering
17
The brightness of a point
  • Is decided by
  • Out scattering
  • Absorption
  • In scattering

18
Light out-scattering
  • The change in radiance, L, in the direction ?,
    due to out scattering is given by
  • The change in radiance due to absorption is

19
In-scattering
  • The change due to inscattering
  • where the incident radiance, Li, is integrated
    over all directions
  • p is called the phase function describing the
    distribution of the scattered light

20
Phase function
  • Isotropic scattering
  • Scattered in any random direction
  • Henyey-Greenstein Phase Function
  • Scattered in the direction more towards the front
  • Dust, stone, clouds

21
Phase function
22
Examples
  • Cornell Box scene isotropic, homogeneous
    participating medium.
  • 200,000 photons used with 65,000 in the volume
    map. Radiance
  • estimate used 100 photons.

Cornell Box scene anisotropic, homogeneous
participating medium. 200,000 photons used with
65,000 in the volume map. Radiance estimate used
50 photons.
23
Ray marching and single scattering
  • Now we compute how the light will be accumulated
    along a ray
  • This is called ray marching
  • where N is the number of light sources and Li is
  • the radiance from each light source
  • The last term is the light entering from behind,
    which is attenuated by proceeding ?x

24
Ray marching through a finite size medium
(Single Scattering)
25
Multiple scattering
  • For multiple scattering, it is necessary to
    integrate all the in-scattered radiance at every
    segment
  • Here S sample rays are used to estimate the
    in-scattered light

26
Photon mapping participating media
  • Photon mapping can efficiently handle multiple
    scattering
  • The photons interact with the media and are
    scattered / absorbed
  • The average distance the photon proceeds after
    each interaction is
  • Here S sample rays are used to estimate the
    in-scattered light

27
Photon Scattering
  • The photon is either absorbed or scattered
  • The probability of scattering is
  • Deciding what happens by Russian Roulette
  • Once the photon interacts with the media, it is
    stored in a volume photon map

28
Volume Radiance Estimate
  • Same as we did for surface radiance estimate,
    locate n nearest photons and estimate the radiance

29
Rendering Participating Media
  • By ray tracing
  • If a ray enters a participating media, we use ray
    marching to integrate the illumination.

Single scattering term
multiple scattering term
30
Examples
  • single scattering multiple scattering

31
Subsurface Scattering
  • In computer graphics, reflections of non-metallic
    materials are usually approximated by diffuse
    reflections.
  • Light leaving from the same location where it
    enters the object
  • For translucent materials such as marble, skin
    and milk, this is a bad approximation
  • The light leaves from different locations

32
Single scattering
  • Direct single scattering
  • Compute the distance the light has traveled and
    attenuate according to the distance
  • Indirect Multiple scattering
  • Photon maps

33
Subsurface Scattering by Photon Mapping
  • Photon tracing as explained before
  • Rendering Ray marching

34
BSSRDF
  • Bidirectional Scattering Surface Reflectance
    Distribution Function (BSSRDF)
  • Relates the differential reflected radiance dLr,
    at x in the direction ?, to the differential
    incident flux, dF, at x from direction ?.
  • We can capture/model the BSSRDF and use it for
    rendering

35
Rendering using BSSRDF
  • (a) sampling a BRDF (b) sampling a BSSRDF
  • Collect samples of incoming rays over an area

http//graphics.ucsd.edu/henrik/animations/BSSRDF
-SIGGRAPH-ET2001.avi
36
Rendering by BSSRDF
  • Human skin reflectance simulated by
  • BRDF BSSRDF
  • Readings Realistic Image Synthesis Using Photon
    Mapping by Henrik Wann Jensen, AK Peters Chapter
    9, 10
Write a Comment
User Comments (0)
About PowerShow.com