Title: Computer Animation
1 Computer Graphics Global Illumination Photon
Mapping, Participating Media Lecture
12 Taku Komura
2last lecture
- Monte-Carlo Ray Tracing
- Path Tracing
- Bidirectional Path Tracing
- Photon Mapping
3Today
- Methods to accelerate the accuracy of photon
mapping - Rendering Participating Media
4Accelerating 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
5A 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
6Light 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
7Photon 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
8Rendering
- 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
9Caustics Photon Map
- Caustics require high resolution
- Need to cast more photons towards surfaces that
generates caustics - Projection Map
10Projection 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
11Direct Indirect Specular
12(No Transcript)
13Why 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
14Today
- Methods to accelerate the accuracy of photon
mapping - Rendering Participating Media
15Participating 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
16Single / Multiple scattering
17The brightness of a point
- Is decided by
- Out scattering
- Absorption
- In scattering
18Light 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
19In-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
20Phase function
- Isotropic scattering
- Scattered in any random direction
- Henyey-Greenstein Phase Function
- Scattered in the direction more towards the front
- Dust, stone, clouds
21Phase function
22Examples
- 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.
23Ray 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
24Ray marching through a finite size medium
(Single Scattering)
25Multiple 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
26Photon 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
27Photon 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
28Volume Radiance Estimate
- Same as we did for surface radiance estimate,
locate n nearest photons and estimate the radiance
29Rendering 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
30Examples
- single scattering multiple scattering
31Subsurface 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
32Single scattering
- Direct single scattering
- Compute the distance the light has traveled and
attenuate according to the distance - Indirect Multiple scattering
- Photon maps
33Subsurface Scattering by Photon Mapping
- Photon tracing as explained before
- Rendering Ray marching
34BSSRDF
- 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
35Rendering 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
36Rendering 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