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Computer Graphics (Fall 2003)

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The Internet Ray Tracing Competition: http://www.irtc.org. Image courtesy Paul ... Often, a ray's origin is supposed to be on a surface, but this might happen: ... – PowerPoint PPT presentation

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Title: Computer Graphics (Fall 2003)


1
Computer Graphics (Fall 2003)
  • COMS 4160, Lecture 17 Ray Tracing
    Ravi Ramamoorthi

http//www.cs.columbia.edu/cs4160
The Internet Ray Tracing Competition
http//www.irtc.org
2
Image courtesy Paul Heckbert 1983
3
Effects needed for Realism
  • Shadows
  • Reflections (Mirrors)
  • Transparency
  • Interreflections
  • Detail (Textures etc.)
  • Complex Illumination
  • Realistic Materials
  • And many more

4
Turner Whitted 1980
5
Ray Tracing History
  • Appel 68
  • Whitted 80 recursive ray tracing (picture)
  • Landmark in computer graphics
  • Lots of work on various geometric primitives
  • Lots of work on accelerations
  • Current Research
  • Real-Time raytracing (historically, slow
    technique)
  • Ray tracing architecture

6
The Pinhole Camera
Image plane
Pinhole
Illustration courtesy Greg Humphries
7
Ray Casting
8
Ray Tracing
  • Shoot rays through pixels into the world
  • For each pixel,
  • Find closest intersection in scene
  • Evaluate illumination model to color pixel

9
Comparison to Scan-Line
  • Per-pixel evaluation, per-pixel rays (not
    scan-convert each object). On face of it, costly
  • More complex shading, lighting effects possible

10
Ray paths
  • LRE
  • Arbitrary paths realism
  • Trace from light or eye?
  • Most light rays dont hit eye
  • Importance sampling
  • Eye Ray tracing
  • Primary Rays
  • Shadow Rays
  • Reflected/Transmitted Rays

Appel 68
11
Recursive Ray Tracing
  • For each pixel
  • Trace Primary Ray, find intersection
  • Trace Shadow Ray(s) to light(s)
  • Color Visible ? Illumination Model 0
  • Trace Reflected Ray
  • Color reflectivity Color of reflected ray

12
Shadow Rays
  • How much light is reaching point P?
  • Fire a shadow ray towards each light in the scene
  • Numerical problems?

13
Problems with Recursion
  • Reflection rays may be traced forever
  • Generally, set maximum recursion depth
  • Same for transmitted rays (take refraction into
    account)

14
Ray/Object Intersections
  • Heart of Ray Tracer
  • One of the main initial research areas
  • Optimized routines for wide variety of primitives
  • Various types of info
  • Shadow rays Intersection/No Intersection
  • Primary rays Point of intersection, material,
    normals
  • Texture coordinates
  • Work out examples
  • Triangle, sphere, general implicit surface

15
More on Intersections
  • Basic Algorithm
  • Test each object for intersection
  • Sort objects to find closest one
  • Trace shadow ray. If unblocked, compute
    illumination
  • Issues
  • Precision self shadowing
  • Aliasing, Supersampling
  • Stochastic, Jittered sampling

16
Precision
  • Floating point calculations are imprecise!
  • Often, a rays origin is supposed to be on a
    surface, but this might happen
  • Typical hack is to only allow t values above some
    small threshold, like .0000001

17
Comparisons
  • Scan Conversion vs. Ray tracing
  • Ray tracing is (has been) much much slower
  • Is this still true if number of objects large?
    Fractals?
  • Acceleration structures (next), but still very
    slow usually
  • Realism in imagery
  • Reflections, Refractions, soft shadows, complex
    lighting, shading trivial in ray tracing. In
    scan conversion?
  • Future?
  • Currently OpenGL uses scan conversion
  • Real-Time raytracing? (already possible)
  • Ray Tracing architecture (research at Stanford)

18
Acceleration
  • Testing each object for each ray is slow
  • Fewer Rays
  • Adaptive sampling HW , depth control
  • Generalized Rays
  • Beam tracing, cone tracing, pencil tracing etc.
  • Faster Intersections
  • Optimized Ray-Object Intersections
  • Fewer Intersections

19
Acceleration Structures
  • Reducing number of intersections
  • Bounding Volume hierarchy
  • If no intersection with bounding box, neednt
    check objects
  • Grids
  • Uniform, Hierarchical
  • Spatial Hierarchies
  • Oct-trees, kd trees, BSP trees

20
Acceleration Structures
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