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Last Time

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Weigh illumination by the number that get through. 12/10/02 (c) 2002 University of Wisconsin ... ray-tracing casts one ray through each pixel, sends one ray for ... – PowerPoint PPT presentation

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Title: Last Time


1
Last Time
  • An introduction to global illumination
  • We cant solve the general case, so we look to
    special cases
  • Light paths as a way of classifying rendering
    algorithms L(SD)E
  • Raytracing
  • Captures LDSE paths Start at the eye, any
    number of specular bounces before ending at a
    diffuse surface and going to the light
  • Can also do LSE and LE if light source is not a
    point

2
Today
  • A bit more on ray-tracing
  • Bi-directional ray-tracing
  • Radiosity
  • Take home point What algorithms do what sort of
    light paths, and what assumptions do they make

3
Mapping Techniques
  • Raytracing provides a wealth of information about
    the visible surface point
  • Position, normal, texture coordinates,
    illuminants, color
  • Raytracing also has great flexibility
  • Every point is computed independently, so effects
    can easily be applied on a per-pixel basis
  • Reflection and transmission and shadow rays can
    be manipulated for various effects
  • Even the intersection point can be modified

4
Bump Mapping Examples
5
Displacement Mapping
  • Bump mapping changes only the normal, not the
    intersection point
  • Silhouettes will not show bumps, even though
    shading does
  • Displacement mapping actually shifts the
    intersection point according to a map
  • Gives bump map effects and also correct
    silhouettes and self shadowing, if implemented
    fully

6
From RmanNotes http//www.cgrg.ohio-state.edu/sma
y/RManNotes/index.html
7
Soft Shadows
  • Light sources that extend over an area (area
    light sources) should cast soft-edged shadows
  • Some points see all the light - fully illuminated
  • Some points see none of the light source - the
    umbra
  • Some points see part of the light source - the
    penumbra
  • To ray-trace area light sources, cast multiple
    shadow rays
  • Each one to a different point on the light source
  • Weigh illumination by the number that get through

8
Soft Shadows
Umbra
Penumbra
Penumbra
9
Soft Shadows
All shadow rays go through
No shadow rays go through
Some shadow rays go through
10
Ray-Tracing and Sampling
  • Basic ray-tracing casts one ray through each
    pixel, sends one ray for each reflection, one ray
    for each point light, etc
  • This represents a single sample for each point,
    and for an animation, a single sample for each
    frame
  • Many important effects require more samples
  • Motion blur A photograph of a moving object
    smears the object across the film (longer
    exposure, more motion blur)
  • Depth of Field Objects not located at the focal
    distance appear blurred when viewed through a
    real lens system
  • Rough reflections Reflections in a rough surface
    appear blurred

11
Distribution Raytracing
  • Distribution raytracing casts more than one ray
    for each sample
  • Originally called distributed raytracing, but the
    names confusing
  • How would you sample to get motion blur?
  • How would you sample to get rough reflections?
  • How would you sample to get depth of field?

12
Distribution Raytracing
  • Multiple rays for each pixel, distributed in
    time, gives you motion blur
  • Object positions have to vary continuously over
    time
  • Casting multiple reflection rays at a reflective
    surface and averaging the results gives you
    rough, blurry reflections
  • Simulating multiple paths through the camera lens
    system gives you depth of field

13
Motion Blur
14
Distribution Raytracing
Depth of Field
From Alan Watt, 3D Computer Graphics
15
Missing Paths
  • Basic recursive raytracing cannot do
  • LSDE Light bouncing off a shiny surface like a
    mirror and illuminating a diffuse surface
  • LDE Light bouncing off one diffuse surface to
    illuminate others
  • Basic problem The raytracer doesnt know where
    to send rays out of the diffuse surface to
    capture the incoming light
  • Also a problem for rough specular reflection
  • Fuzzy reflections in rough shiny objects

16
Bi-directional Raytracing
  • Cast rays from the light sources out into the
    scene
  • When a ray hits a diffuse surface, accumulate
    some light there
  • Surfaces record the amount of light that hits
    them
  • Store the light in texture maps
  • Store the light in quadtrees
  • Store the light in photon maps
  • Cast rays from the eye out into the scene
  • When a ray hits a diffuse surface, look up the
    amount of light that hit it in the light-ray
    phase
  • What paths does it capture?
  • What sort of visual effects do you see?

17
Caustics
Standard raytracer Diffuse table and blue ball,
mirrors left, right and back, transparent red ball
Bi-directional raytracer
More rays in the light pass
Note the LSDSE paths
From Alan Watt, 3D Computer Graphics
18
Refraction caustic
Henrik wann Jensen, http//www.gk.dtu.dk/hwj
19
Refraction caustics
Henrik wann Jensen, http//www.gk.dtu.dk/hwj
20
Still Missing
  • LDE paths Diffuse-diffuse transport
  • Formulated and solved with radiosity methods
  • L(SD)E paths
  • Solved with Monte-Carlo renderers very very
    inefficient
  • Also solvable with multi-pass methods, but also
    very very inefficient, and subject to aliasing
  • An unsolved problem

21
Real World LDE Paths
From Alan Watt, 3D Computer Graphics
22
Radiosity Assumptions
  • All surfaces are perfectly diffuse
  • Means that is doesnt matter which way light hits
    or leaves a surface
  • Illumination is constant over a patch
  • Can break the world up into a discrete number of
    pieces
  • Problems at sharp illumination boundaries -
    shadows
  • Ways around these problems, but less efficient
    and less able to manage scene complexity
  • Assumptions allow us to solve for LDE paths

23
Radiosity Example
  • Color bleeding is extreme in this example
  • Textures are applied after solving for
    illumination
  • Some meshing artifacts are visible - note the
    banding around the pictures on the wall

From Alan Watt, 3D Computer Graphics
24
Radiosity Meshing
  • Each patch is colored with its illumination
  • Note the discrete nature of the solution
  • The previous image was obtained by pushing color
    to vertices and then Gourand shading

From Alan Watt, 3D Computer Graphics
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