Advanced Computer Graphics

Slides:



Advertisements
Similar presentations
13.1 si31_2001 SI31 Advanced Computer Graphics AGR Lecture 13 An Introduction to Ray Tracing.
Advertisements

1 05/10/2014 Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura.
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Graphics Pipeline.
Lecture 14 Illumination II – Global Models
David Luebke1/19/99 CS 551/651: Advanced Computer Graphics David Luebke
Light Issues in Computer Graphics Presented by Saleema Amershi.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 15: Ray Tracing/Global Illumination Ravi Ramamoorthi Slides.
Computer Graphics (Fall 2005) COMS 4160, Lecture 21: Ray Tracing
CSCE 641: Computer Graphics Ray Tracing Jinxiang Chai.
Ray Casting Ray-Surface Intersections Barycentric Coordinates Reflection and Transmission [Shirley, Ch.9] Ray Tracing Handouts Ray Casting Ray-Surface.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 14: Ray Tracing
Ray Tracing Outline For each pixel { Shoot ray r from eye to center of pixel with trace( r ) } function trace( r ) For each object { Find object with closest.
Computer Graphics (Fall 2008) COMS 4160, Lecture 4: Transformations 2
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 2: Basic Ray Tracing Ravi Ramamoorthi Some slides courtesy.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
CSC418 Computer Graphics n Raytracing n Shadows n Global Illumination.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
COMP 175: Computer Graphics March 24, 2015
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
12/05/02(c) 2002 University of Wisconsin Last Time Subdivision techniques for modeling Very brief intro to global illumination.
-Global Illumination Techniques
Ray Tracing Sang Il Park SEjong University With lots of slides stolen from Jehee Lee, Doug James, Steve Seitz, Shree Nayar, Alexei Efros, Fredo Durand.
Ray Tracing Chapter CAP4730: Computational Structures in Computer Graphics.
Foundations of Computer Graphics (Spring 2012) CS 184, Lectures 16, 18: Nuts and bolts of Ray Tracing Acknowledgements:
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 4: Transformations 2
Ray Tracer Spring 2008 Help Session. Outline Project Web Resources What do you have to do for this project? Ray Class Isect Class Requirements Tricks.
CS559: Computer Graphics Lecture 36: Animation Li Zhang Spring 2008 Slides from Brian Curless at U of Washington.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Monte-Carlo Ray Tracing and
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
CSCE 441: Computer Graphics Ray Tracing
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
CS 445 / 645 Introduction to Computer Graphics Lecture 16 Lighting Lighting.
RENDERING : Global Illumination
Global Illumination (3) Path Tracing. Overview Light Transport Notation Path Tracing Photon Mapping.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
CS559: Computer Graphics Lecture 27: Animation, Depth & Motion Blur, Ray Tracing Li Zhang Spring 2010 Slides from Brian Curless at U of Washington.
CS559: Computer Graphics Lecture 27: Animation, Depth & Motion Blur, Ray Tracing Li Zhang Spring 2010 Slides from Brian Curless at U of Washington.
Ray Tracing I. Reading Hill, Chapter 14, Sections 14.1 to 14.5 Hill, Chapter 14, Sections and
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Review Ray Tracing III Review. Pseudo codes RayCast-1  Plain ray caster (direct illumination) RayCast-2  RayCast-1 + shadow rays RayTrace-1  Recursive.
Introduction to Ray Tracing Dr. B. Raghu Professor /CSE Sri Ramanujar Engineering College.
Advanced Computer Graphics
Basic Ray Tracing CMSC 435/634.
Computer Graphics CSE 167 [Win 17], Lectures 16, 17:
CSE 167 [Win 17], Lecture 15: Ray Tracing Ravi Ramamoorthi
Photorealistic Rendering vs. Interactive 3D Graphics
Ray Tracing Ed Angel Professor Emeritus of Computer Science
3D Graphics Rendering PPT By Ricardo Veguilla.
The Graphics Rendering Pipeline
Models and Architectures
© University of Wisconsin, CS559 Fall 2004
(c) 2002 University of Wisconsin
Lecture 11: Recursive Ray Tracer
Lighting.
Ray-tracing Algorithm and Hardware
(c) 2002 University of Wisconsin
Image synthesis using classical optics
CS5500 Computer Graphics May 29, 2006
CSCE 441: Computer Graphics Ray Tracing
GR2 Advanced Computer Graphics AGR
Radiosity Sung-Eui Yoon (윤성의) CS580: Course URL:
Illumination Model 고려대학교 컴퓨터 그래픽스 연구실.
CSC418 Computer Graphics Raytracing Shadows Global Illumination.
Presentation transcript:

Advanced Computer Graphics Rendering Lecture 1: Introduction and Basic Ray Tracing Some slides courtesy Thomas Funkhouser and Pat Hanrahan

To Do Start working on raytracer assignment (if necessary) Start thinking about path tracer, final project

First Assignment In groups of two (find partners) Monte Carlo Path Tracer If no previous ray tracing experience, ray tracer first. See how far you go. Many extra credit items possible, fast multi-dim. rendering, imp. sampling… This lecture focuses on basic ray tracing Likely to be a review for most of you, go over fast

Ray Tracing History

Ray Tracing History

Image courtesy Paul Heckbert 1983

Outline Camera Ray Casting (choosing ray directions) Ray-object intersections Ray-tracing transformed objects Lighting calculations Recursive ray tracing

Outline in Code Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ;

Ray Casting Virtual Viewpoint Virtual Screen Objects Multiple intersections: Use closest one (as does OpenGL) Ray intersects object: shade using color, lights, materials Ray misses all objects: Pixel colored black

Finding Ray Direction Goal is to find ray direction for given pixel i and j Many ways to approach problem Objects in world coord, find dirn of each ray (we do this) Camera in canonical frame, transform objects (OpenGL) Basic idea Ray has origin (camera center) and direction Find direction given camera params and i and j Camera params as in gluLookAt Lookfrom[3], LookAt[3], up[3], fov

Similar to gluLookAt derivation gluLookAt(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz) Camera at eye, looking at center, with up direction being up Eye Up vector Center

Constructing a coordinate frame? We want to associate w with a, and v with b But a and b are neither orthogonal nor unit norm And we also need to find u

Camera coordinate frame We want to position camera at origin, looking down –Z dirn Hence, vector a is given by eye – center The vector b is simply the up vector Eye Up vector Center

Canonical viewing geometry αu

Outline Camera Ray Casting (choosing ray directions) Ray-object intersections Ray-tracing transformed objects Lighting calculations Recursive ray tracing

Outline in Code Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ;

Ray-Sphere Intersection

Ray-Sphere Intersection Substitute Simplify

Ray-Sphere Intersection 2 real positive roots: pick smaller root Both roots same: tangent to sphere One positive, one negative root: ray origin inside sphere (pick + root) Complex roots: no intersection (check discriminant of equation first) Solve quadratic equations for t

Ray-Sphere Intersection Intersection point: Normal (for sphere, this is same as coordinates in sphere frame of reference, useful other tasks)

Ray-Triangle Intersection One approach: Ray-Plane intersection, then check if inside triangle Plane equation: B A C

Ray-Triangle Intersection One approach: Ray-Plane intersection, then check if inside triangle Plane equation: Combine with ray equation: B A C

Ray inside Triangle Once intersect with plane, still need to find if in triangle Many possibilities for triangles, general polygons (point in polygon tests) We find parametrically [barycentric coordinates]. Also useful for other applications (texture mapping) A B C P α β γ

Ray inside Triangle A B C P α β γ

Other primitives Much early work in ray tracing focused on ray-primitive intersection tests Cones, cylinders, ellipsoides Boxes (especially useful for bounding boxes) General planar polygons Many more Many references. For example, chapter in Glassner introduction to ray tracing (see me if interested)

Ray Scene Intersection

Outline Camera Ray Casting (choosing ray directions) Ray-object intersections Ray-tracing transformed objects Lighting calculations Recursive ray tracing

Transformed Objects E.g. transform sphere into ellipsoid Could develop routine to trace ellipsoid (compute parameters after transformation) May be useful for triangles, since triangle after transformation is still a triangle in any case But can also use original optimized routines

Transformed Objects Consider a general 4x4 transform M Will need to implement matrix stacks like in OpenGL Apply inverse transform M-1 to ray Locations stored and transform in homogeneous coordinates Vectors (ray directions) have homogeneous coordinate set to 0 [so there is no action because of translations] Do standard ray-surface intersection as modified Transform intersection back to actual coordinates Intersection point p transforms as Mp Distance to intersection if used may need recalculation Normals n transform as M-tn. Do all this before lighting

Outline Camera Ray Casting (choosing ray directions) Ray-object intersections Ray-tracing transformed objects Lighting calculations Recursive ray tracing

Outline in Code Image Raytrace (Camera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = FindColor (hit) ; } return image ;

Shadows Light Source Virtual Viewpoint Virtual Screen Objects Shadow ray to light is blocked: object in shadow Shadow ray to light is unblocked: object visible

Shadows: Numerical Issues Numerical inaccuracy may cause intersection to be below surface (effect exaggerated in figure) Causing surface to incorrectly shadow itself Move a little towards light before shooting shadow ray

Lighting Model Similar to OpenGL Lighting model parameters (global) Ambient r g b (no per-light ambient as in OpenGL) Attenuation const linear quadratic (like in OpenGL) Per light model parameters Directional light (direction, RGB parameters) Point light (location, RGB parameters)

Material Model Diffuse reflectance (r g b) Specular reflectance (r g b) Shininess s Emission (r g b) All as in OpenGL

Shading Model Global ambient term, emission from material For each light, diffuse specular terms Note visibility/shadowing for each light (not in OpenGL) Evaluated per pixel per light (not per vertex)

Outline Camera Ray Casting (choosing ray directions) Ray-object intersections Ray-tracing transformed objects Lighting calculations Recursive ray tracing

Mirror Reflections/Refractions Generate reflected ray in mirror direction, Get reflections and refractions of objects Virtual Viewpoint Virtual Screen Objects

Turner Whitted 1980

Basic idea For each pixel Trace Primary Eye Ray, find intersection Trace Secondary Shadow Ray(s) to all light(s) Color = Visible ? Illumination Model : 0 ; Trace Reflected Ray Color += reflectivity * Color of reflected ray

Recursive Shading Model Highlighted terms are recursive specularities [mirror reflections] and transmission Trace secondary rays for mirror reflections and refractions, include contribution in lighting model GetColor calls RayTrace recursively (the I values in equation above of secondary rays are obtained by recursive calls)

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

Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass) Interreflections (Color Bleeding) Complex Illumination (Natural, Area Light) Realistic Materials (Velvet, Paints, Glass) Discussed in this lecture so far Not discussed but possible with distribution ray tracing Hard (but not impossible) with ray tracing; radiosity methods

Some basic add ons Area light sources and soft shadows: break into grid of n x n point lights Use jittering: Randomize direction of shadow ray within small box for given light source direction Jittering also useful for antialiasing shadows when shooting primary rays More complex reflectance models Simply update shading model But at present, we can handle only mirror global illumination calculations

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

Acceleration Structures Bounding boxes (possibly hierarchical) If no intersection bounding box, needn’t check objects Bounding Box Ray Spatial Hierarchies (Oct-trees, kd trees, BSP trees)

Bounding Volume Hierarchies 1

Bounding Volume Hierarchies 2

Bounding Volume Hierarchies 3

Acceleration Structures: Grids

Uniform Grid: Problems

Octree

Octree traversal

Other Accelerations

Interactive Raytracing Ray tracing historically slow Now viable alternative for complex scenes Key is sublinear complexity with acceleration; need not process all triangles in scene Allows many effects hard in hardware OpenRT project real-time ray tracing (http://www.openrt.de)

Raytracing on Graphics Hardware Modern Programmable Hardware general streaming architecture Can map various elements of ray tracing Kernels like eye rays, intersect etc. In vertex or fragment programs Convergence between hardware, ray tracing NVIDIA now has CUDA-based raytracing API ! [Purcell et al. 2002, 2003] http://graphics.stanford.edu/papers/photongfx