Title: Optics in threedimensional computer graphics
1Optics in three-dimensional computer graphics
- Image created by Gilles Tran, July 2006, rendered
with the ray tracing program POV-Ray using
radiosity (http//commons.wikimedia.org/wiki/Image
Glasses_800_edit.png) accessed 12/01/08.
2Background
- Rendering techniques
- path tracing
- rasterization
- Three color channels
- Light sources
- Shading
3Light sources
- Ambient
- Directional
- Point source
Image credit NVIDIA The Cg Tutorial, 2003.
http//http.developer.nvidia.com/CgTutorial/cg_tut
orial_chapter05.html
4Shading
Flat
Phong
Image credit http//en.wikipedia.org/wiki/Phong_s
hading and http//en.wikipedia.org/wiki/Gouraud_sh
ading
5Specular lighting
Image credit flickr photos http//www.flickr.com/
photos/18069916_at_N00/320896013/
6Bump maps and displacement maps
- Adds surface details and shadows without adding
polygons
Image credit http//en.wikipedia.org/wiki/Bump_ma
pping
7Using dynamic bump maps to simulate interference
8Global illumination
Image credit http//en.wikipedia.org/wiki/Global_
illumination
9Other special effects
- Caustics
- Lens flare
- Depth-of-field
- Volumetric lighting
GDC 2004 Light Shafts Rendering Shadows in
Participating media
10Questions?
11Reflection, refraction, and diffraction
- Natural for path tracing
- Not so with rasterization
- Three color channels give three indices of
refraction