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Advanced Global Illumination

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'Everything is lit by Everything Else' ... 1: Radiance is invariant along straight paths and does not attenuate with distance ... Measure Light Attenuation: BRDF ... – PowerPoint PPT presentation

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Title: Advanced Global Illumination


1
Advanced Global Illumination
  • Brian Chen
  • Thursday, February 12, 2004

2
Global Illumination
Physical Simulation of Light Transport Accuracy
account for ALL light pathsconservation of
energy Predictionforward renderingcalculate
light meter readings Analysisinverse rendering!
find surface properties ! Realism?perceptually
necessary?
3
Global Illumination
  • Everything is lit by Everything Else
  • Screen color entire scenes lighting surface
    reflectance
  • Refinements Models of area light sources,
    caustics, soft-shadowing, fog/smoke,
    photometric calibration,

H. Rushmeier et al., SIGGRAPH98 Course 05 A
Basic Guide to Global Illumination
4
Overview
  • Physics (Optics) concepts
  • Models of Light
  • Radiometry
  • BRDFs Rendering Equation
  • Monte Carlo Methods
  • Photon Mapping

5
Optics Definitions
  • Reflection when light bounces off a surface
  • Refraction the bending of light when it goes
    through different mediums (ex. air and glass)
  • Diffraction the phenomenon where light bends
    around obstructing objects
  • Dispersion when white light splits into its
    components colors, result of refraction

6
Lights Dual Nature
  • Is light a wave? Or is it a beam of particles?
  • Wave Theory of Light Thomas Youngs double-slit
    experiment
  • Particle Theory of Light Newton, refraction
    dispersion

7
Light Models
  • Models of light are used to capture/explain the
    different behaviors of light that stem from its
    dual nature
  • Quantum Optics
  • Wave Model
  • Geometric Optics

8
Quantum Optics
  • Explains dual wave-particle nature at the
    submicroscopic level of electrons
  • Way too detailed for purposes of image generation
    for computer graphics scenes
  • Therefore, it is not used

9
Wave Model
  • Simplification of Quantum Model
  • Captures effects that occur when light interacts
    with objects of size comparable to the wavelength
    of light (diffraction, polarization)
  • This model is also ignored, too complex and
    detailed

10
Geometric Optics
  • Simplest and most commonly used light model
  • Assumes light is emitted, reflected, and
    transmitted (refraction)
  • Also assumes
  • Light travels in straight lines, no diffraction
  • Light travels instantaneously through a medium
    (travels at infinite speed)
  • Light is not influenced by gravity, magnetic
    fields

11
Radiometry
  • Radiometry area of study involved in the
    physical measurement of light
  • Goal of illumination algorithm is to compute the
    steady-state distribution of light energy in a
    scene

12
Radiometric Quantities
  • Radiant Power
  • flux (in Watts Joule/sec), F
  • How much total energy flows from/to/through a
    surface per unit time
  • Irradiance (ear)
  • incoming radiant power on a surface per unit
    surface area (Watt/m2)
  • E dF/dA

13
More Radiometric Quantities
  • Radiosity
  • Outgoing radiant power per unit surface area
    (Watt/m2)
  • B dF/dA

14
Radiance
  • Flux per unit projected area per unit solid angle
    (W/(steradian x m2))
  • How much power arrives at (or leaves from) a
    certain point on a surface, per unit solid angle,
    and per unit projected area
  • L(x, ?) d2F / (d? dA cos?)
  • The most important quantity in global
    illumination because it captures the appearance
    of objects

15
Radiance contd
  • Radiance The Pointwise Measure of Light
  • Free-space light power L (energy/time)
  • At least a 5D scalar function L(x, y, z, ?, ?,
    )
  • Position (x,y,z), Angle (?,?) and more (t, ?, )
  • Power density units, but tricky

Taken with permission from Jack Tumblin
16
Yet More Radiance
  • Tricky think Hemispheres
  • with a floor

Solid Angle (steradians) d? fraction of
a hemispheres area (4?)
Projected Area
cos ? dA
?
dA
Taken with permission from Jack Tumblin
17
Properties of Radiance
  • 1 Radiance is invariant along straight paths and
    does not attenuate with distance
  • Radiance leaving point x directed towards point y
    is equal to the radiance arriving at point y from
    the point x
  • 2 Sensors, such as cameras and human eye, are
    sensitive to radiance
  • The response of our eyes is proportional to the
    radiance incident upon them.
  • It is now clear that radiance is the quantity
    that global illumination algorithms must compute
    and display to the observer

18
BRDF (Bidirectional Reflectance Distribution
Function)
  • Intuitively the BRDF represents, for each
    incoming angle, the amount of light that is
    scattered in each outgoing angle
  • BRDF at a point x is defined as the ratio of the
    radiance reflected in an exitant direction (?),
    and the irradiance incident in a differential
    solid angle (?).
  • fr(x,?-gt?) dL(x-gt?) / (L(xlt-?)cos(Nx,?)d??)
  • cos(Nx,?) cos of angle formed by normal
    incident direction vector

19
Point-wise Reflectance BRDF
Bidirectional Reflectance Distribution Function
?(?i , ?i , ?r , ?r , ?i , ?r , ) (Lr /
Li) a scalar (sr-1)
Illuminant Li
Reflected Lr
Infinitesimal Solid Angle
?
?
20
BRDF Properties
  • Value of BRDF remains unchanged if the incident
    and outgoing directions are interchanged
  • Law of conservation of energy requires that the
    total amount of power reflected all directions
    must be less than or equal to the total amount of
    power incident on the surface

21
BRDF Examples, Diffuse
Fr (x,?lt-gt?) ?d/p, constant ?d is the
fraction of incident energy that is reflected at
a surface, 0-1
Andrew Glassner et al.. SIGGRAPH94 Course
18 Fundamentals and Overview of Computer
Graphics
22
BRDF Examples, Specular
Exitant direction R 2(N dot ?)N ?
Andrew Glassner et al.. SIGGRAPH94 Course
18 Fundamentals and Overview of Computer
Graphics
23
For Most Surfaces
Most Materials Combination of Diffuse
Speculartheir BRDF is difficult to model with
formulas
Andrew Glassner et al.. SIGGRAPH94 Course
18 Fundamentals and Overview of Computer
Graphics
24
Practical Shading Models (BRDF)
  • Lambert kd ?d/p
  • Phong fr ks((R?n)/(N?)) kd
  • Blinn-Phong ks((NH)/(N?)) kd, Hhalfway
    vector between ? ?
  • Modified Blinn-Phong ks(NH)n kd
  • Cook-Torrance
  • Ward

25
Lambert BRDF
26
Phong BRDF
27
Blinn-Phong BRDF
28
Ward Anisotropic BRDF
29
Rendering Equation
Finally! Putting radiance and the BRDF together
to get
30
BRDF Rendering Eq.
  • For example, suppose that we wish to determine
    the illumination of a scene containing n light
    sources light source 1 to light source n. In
    this case, the local illumination of a surface is
    given by,
  • where Lij is the intensity of the jth light
    source and wij (?ij,?ij) is the direction to
    the jth light source.

31
BRDF Rendering Eq.
  • For a single point light source, the light
    reflected in the direction of an observer is
  • This is the general BRDF lighting equation for a
    single point light source

32
Rendering Equation
  • Opportunities
  • Scalar operations only ?() and L(), indep. of ?,
    x,y,z, ?,?
  • Linearity
  • Solution weighted sum of one-light solns.
  • Many BRDFs ? weighted sum of diffuse, specular,
    gloss terms
  • Difficulties
  • Almost no nontrivial analytic solutions exist
    MUST use approximate methods to solve
  • Verification tough to measure real-world ?() and
    L() well
  • Notable wavelength-dependent surfaces exist
    (iridescent insect wings casing, CD grooves,
    oil)
  • BRDF doesnt capture important subsurface
    scattering

33
Review 1
  • Big Ideas
  • Measure Light Radiance
  • Measure Light Attenuation BRDF
  • Light will bounce around endlessly, decaying on
    each bounce The Rendering Equation
    (intractable must
    approximate)

34
Monte Carlo Techniques
  • Mathematical techniques that use statistical
    sampling to simulate phenomena or evaluate values
    of functions
  • Use a probability distribution function (PDF) to
    generate random samples, p(x)

35
Estimators
  • Unbiased when the expected value of the
    estimator is exactly the value of the integral
  • Biased when the above property is not true
  • Bias the difference between the expected value
    of the estimator and the actual value of the
    integral
  • As number of samples N increases, the estimate
    becomes closer

36
Monte Carlo Techniques
  • The reliability of Monte-Carlo sampling is
    measured by the variance of the estimators. The
    variance of the estimators is given as
  •  
  • where is the primary estimator, while
    its average is a secondary estimator

37
Monte Carlo Techniques
  • As a consequence of the above formula, the
    Monte-Carlo technique requires a large number of
    samples to reduce the variance of the primary
    estimator
  • The error of the
    approximation is itself a random variable with
    zero mean, i.e. the estimator is unbiased. The
    standard deviation of this estimator is reduced
    only proportional to which is known as
    the diminishing return of the Monte-Carlo
    technique, i.e. the number of samples must be
    quadrupled to reduce the standard deviation by
    one half.

38
Monte Carlo Techniques
  • For importance sampling we adjust the pdf p to be
    similar in shape to the integrand f. If we were
    able to choose p(x) Cf(x), with a constant
    factor C 1/I, the variance of the primary
    estimator would be zero and a single sample would
    always give the correct result.
  • Unfortunately, the constant C is determined by
    the integral we want to compute and is therefore
    unavailable. On the other hand, some a priori
    knowledge about the shape of f is often available
    and can be used to adjust p to reduce the
    variance of the estimators.

39
Monte Carlo Example
  • Computing a one-dimensional integral
  • Samples are selected randomly over the domain of
    the integral to get a close approximation
    (estimator ltIgt
  • ltIgt (1/N) S f(xi) / p(xi)

40
Another Example
  • Integration over a hemisphere
  • Estimate the radiance at a point by integrating
    the contribution of light sources in the scene
  • Light source L
  • I ?Lsourcecos?d?? ?02p ?0 p/2
    Lsourcecos?sin?d?df
  • ltIgt(1/N)S (Lsource(?i) cos?sin?) / p(?i)
  • p(?i) cos?sin?/ p
  • ltIgt(1/N)S Lsource(?i)

41
Steps
  • General
  • Sampling according to a probability distribution
    function
  • Evaluation of the function at that sample
  • Averaging these appropriately weighted sampled
    values
  • Graphics
  • Generate random photon paths from source (lights
    or pixels)
  • Set a discrete random length for the path
  • Count how many photons terminate in state i,
    average radiances for that point

42
http//graphics.stanford.edu/courses/cs348b-02/lec
tures/lecture15/walk014.html
43
http//graphics.stanford.edu/courses/cs348b-02/lec
tures/lecture15/walk014.html
44
Advantages/Disadvantages
  • Advantages
  • Simple just sample signal/function and average
    estimates
  • Widely applicable nuclear physics, graphics,
    high-dimensional integrations of complicated
    functions
  • Can be used with radiosity
  • Disadvantages
  • Very slow, take many, many samples to converge to
    correct solution
  • Need 4x samples to decrease error by half

45
Monte Carlo Images
46
Monte Carlo Images
47
Photon Mapping
  • One of the fastest algorithms available for
    global illumination
  • Monte-Carlo based
  • 2-pass algorithm

48
Photon Mapping, 1st pass
  • 1st pass
  • photons shot from the light into the scene
  • they bounce around interacting with all the types
    of surfaces they encounter
  • Clever twists
  • 1st, instead of redoing those same computations
    over and over, a few thousand of time for each
    pixels, the photons are stored only once in a
    special data structure called a photon map for
    later reuse
  • 2nd, instead of trying to completely fill the
    whole scene with billions of photons, a few
    thousands to a million photons are sparsely
    stored and the rest is statistically estimated
    from the density of the stored photons.
  • After all the photons have been stored in the
    map, a statistical estimate of the irradiance at
    each photon position is computed.

49
Photon Mapping, 2nd Pass
  • Direct illumination is computed just like regular
    ray tracing, but the indirect illumination, which
    comes from the walls and other objects around, is
    computed from querying the stored photons in the
    photon map
  • At each secondary hit, the photon map is queried
    in order to gather the radiance coming from the
    objects around in the environment.

50
Photon Mapping Images
51
Summary
  • Global illuminations goal is to calculate the
    steady-state distribution of light energy in a
    scene
  • BRDFs used to calculate reflection radiances
  • Rendering Equation used to calculate the radiance
    sent out from an object
  • Monte-Carlo techniques used to calculate
    irradiance at random locations throughout scene
  • Photon Maps used to accurately calculate
    caustics, inter-object reflections
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