1cs426-winter-2008 Notes. 2 Atop operation  Image 1 “atop” image 2  Assume independence of sub-pixel structure So for each final pixel, a fraction alpha.

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Presentation transcript:

1cs426-winter-2008 Notes

2 Atop operation  Image 1 “atop” image 2  Assume independence of sub-pixel structure So for each final pixel, a fraction alpha 1 is covered by image 1 Rest of final pixel (a fraction of 1-alpha 1 ) is covered partly by image 2 (fraction alpha 2 ) and partly uncovered  Without premultiplied alpha: R final =alpha 1 *R 1 + (1-alpha 1 )*alpha 2 *R 2 G final =alpha 1 *G 1 + (1-alpha 1 )*alpha 2 *G 2 B final =alpha 1 *B 1 + (1-alpha 1 )*alpha 2 *B 2 alpha final =alpha 1 + (1-alpha 1 )*alpha 2

3cs426-winter-2008 Premultiplied  Using standard premultiplied alpha, formulas simplify: R final =r 1 + (1-alpha 1 )*r 2 G final =g 1 + (1-alpha 1 )*g 2 B final =b 1 + (1-alpha 1 )*b 2 alpha final =alpha 1 + (1-alpha 1 )*alpha 2  And of course store the result premultiplied: r final =alpha final *R final g final =alpha final *G final b final =alpha final *B final

4cs426-winter-2008 Note on gamma  Recall gamma: how nonlinear a particular image system is When you send a signal for fraction x of full brightness, actual brightness output from display is a nonlinear function of x  Called gamma since usually modeled as x  For final image, for a particular display, should correct for gamma  But when we’re taking linear combinations of RGB values, need to do it before gamma correction!  Similarly for real life elements, camera output is distorted, needs to be undone before compositing

5cs426-winter-2008 Sampling and Filtering  For high quality images need to do Antialiasing - no jaggies Motion blur - no strobing Possibly depth-of-field - no pinhole camera  Boils down to: Each pixel gets light from a number of different objects, places, times  Figuring out where: point sampling Find light at a particular place in the pixel, at a particular time, though a particular point in the lens, …  Combining the nearby point samples into RGBA for each pixel: filtering Simplest is box filter (average the samples in pixel)

6cs426-winter-2008 How to get point samples  Three big rendering approaches Z-buffer / scanline  Graphics Hardware - OpenGL etc. Ray tracing  Highly accurate rendering (architecture…)  Difficult models (e.g. accurate reflections, refraction) REYES  Almost everything you see in film/TV  Fast, scalable, easy to cheat

7cs426-winter-2008 REYES  Invented at Lucasfilm (later Pixar) by Cook et al. SIGGRAPH ‘87  Geometry is diced up into grids of micropolygons (quads about one pixel big)  Each micropolygon is “shaded” in parallel to get a colour+opacity (RGBA)  Then sent to “hiding” to determine in which point samples it makes a contribution  Each point sample keeps a sorted list of visible points, composites them together when done  Filter blends point samples to get final pixels

8cs426-winter-2008 Why REYES  No compromises in visual quality (antialiasing, motion blur, transparency, etc.) compared with e.g. OpenGL  Very efficient in optimized implementations (e.g. Pixar) with predictable runtimes compared to raytracing Handle complex scenes robustly  Huge flexibility from shading architecture Modern GPU’s are catching up now…

9cs426-winter-2008 Shading  A shader is a program run by the renderer to determine final look  Simple example: Phong model built into OpenGL (takes material parameters, normal, lights, … and returns RGB of a surface point)  REYES architecture introduces several opportunities for shaders to manipulate result: Displacement Surface + Lights Volume Imager