Title: Real-Time Volume Graphics [07] Global Volume Illumination
1Real-Time Volume Graphics07 Global Volume
Illumination
2Why Global Illumination
- Local illumination
- might sufficient for many application areas in
scientific visualization (e.g medicine) - Not sufficient for visual arts/photorealism!
- Appearance of many common objects is dominated by
scattering effects - Smoke, clouds
- Wax, skin, translucent materials
3Surface vs Volume Illumination
- Surface Lighting
- Light transport in vacuum
- Lighting calculation is performed at surface
points - Reflectivity from BRDF
- Volume Lighting
- Light transport in participating medium
- Lighing Calculation atevery point
- Scattering from phase function
4Surface Illumination
The incoming radiance , at a point from
direction will partially be reflectedinto
direction
To obtain the radiance at , we must account for
all possibleincoming directions
5Phase Functions
- For surfaces, the BRDF describes the probability
of light being reflected from one direction
on the hemisphere into another direction . - For volumes, the phase function describes the
probability of light being scattered from
direction into direction
6Physical Model of Radiative Transfer
Increase
true emission
in-scattering
Decrease
true absorption
out-scattering
7Scattering
Phase function
Incomingradiance
Out-scattering coefficient
- In-scattering
- Volume Rendering Equation
8Volume Illumination
- Up until now External light is not attenuated
- Now Attenuation of light as it travels through
the volume
- Single scattering, no attenuation.
- Light reaches every point unimpededly
- Light is scattered once before it reaches
the eye - Not physically plausible
- Single scattering with attenuation.
- Light is attenuated along ist way through
the volume (Volumetric shadows) - Light is scattered once before it reaches
the eye
9Shadows Maps
10Shadow Maps
- For Volume Rendering
- Update image and shadow buffer slice-by-slice
- Need proxy geometry, that can be rendered from
twodifferent views.
Half Angle Slicing
11Light Source Attenuation
- Draw slice into light buffer
- Draw slice into image buffer
- Proceed with next slice
12Light Source Attenuation
Example Visible Human CT Head Direct Light
Attenuation
13Volume Illumination
- Up until now External light is attenuated by
volume - Now Light is scattered inside the volume
- Single scattering with attenuation.
- Light is attenuated along ist way through
the volume (Volumetric shadows) - Light is scattered once before it reaches
the eye
- Multiple scattering
- Light is scattered multiple times before it
reaches the eye (Global illumination)
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15Scattering
16Volumetric Scattering
2. Draw slice into image buffer Sample light
buffer multiple timesjittered around the
original position
17Volumetric Scattering
- Scattering part
- Chromatic out-scattering term can be
used to change color of light as it travels
throught the volume
18Volumetric Scattering
Volumetric Scattering Chromatic Attenuation
Photographof realwax block
Bright bluereflective color
Directattenuationonly
19Examples Phase Function
Henyey-Greenstein Lit from front
Henyey-Greenstein Lit from behind
Henyey-Greenstein Lit 45 degrees from above
Henyey-Greenstein Mie Phase function
20Examples
21Examples
Direct light only
Achromatic indirect light
Chromatic indirect light
22Examples
- Approximation of opalescent materials (lit from
above)
23Examples
Direct Light Shadows
Surface Shading
Direct LightIndirect Light
Direct LightIndirect Light Surface shading on
the leaves only