Instant Radiosity - PowerPoint PPT Presentation

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Instant Radiosity

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Detector functional ?: the sum of orthonormal base vectors of a finite vector space. ... Realtime Walkthroughs. In an animated environment, trace fixed length paths. ... – PowerPoint PPT presentation

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Title: Instant Radiosity


1
Instant Radiosity
  • Alexander Keller
  • University Kaiserslautern
  • Present by Li-Fong Lin

2
Outline
  • Global Illumination
  • Quai-Monte Carlo Integration
  • Algorithm
  • Extensions
  • Reasults

3
Global Illumination
  • Radiance equation
  • Shorthand
  • In the radiosity setting, restricted to only
    diffuse reflection

4
Global Illumination
  • Detector functional ? the sum of orthonormal
    base vectors of a finite vector space.
  • Directly select the function below in this paper

5
Global Illumination
  • In realistic applications Tfr lt 1, less
    than 100 of the incident radiance is reflected.
  • So the Neumann series converges and can be used
    to solve the integral equation.

6
Quasi-Monte Carlo Integration
  • Replace the random numbers used in standard Monte
    Carlo with low-discrepancy points.
  • Much smoother convergence at a slightly superior
    rate.
  • Halton sequence is used in this paper.

7
van der Corput sequence
8
Algorithm
  • Approximate the radiance L in the radiosity
    setting by a discrete density of M point light
    sources.
  • The particle approximation yields the very fast
    rendering algorithm

Pi
Pi
Pi
L(y)
Li
y
9
Algorithm
  • Only small deviation from mean reflectivity in
    realistic scene models.
  • We can use fractional absorption and avoid
    Russian Roulette absorption.
  • ?N particles will survive after one reflection.

10
Algorithm
  • The Quasi-Random Walk
  • Evaluate TmnLe using N point lights, TmnTfdLe by
    using ?N point lights, and so on.
  • Finally the quasi-Monte Carlo integration is
    performed by accumulating all images with the
    weight 1/N

11
Pseudo-Code
12
Extensions
  • Jittered Low Discrepancy Sampling

13
Extensions
  • Specular Effects
  • By a random decision each surface is tested to be
    specular or diffuse according to its BRDF.
  • Mirror the origin ray by the specular surface.
  • Realtime Walkthroughs
  • In an animated environment, trace fixed length
    paths.
  • Keeping the last N images of the last N paths,
    the oldest image is replaced by the new one each
    time .
  • Render the global diffuse illumination (only
    direct illumination) into textures, then can be
    displayed interactively.

14
Results
15
Results
16
Results
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