CS 319 Advanced Topics in Computer Graphics John C. Hart

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Presentation transcript:

CS 319 Advanced Topics in Computer Graphics John C. Hart Global Illumination CS 319 Advanced Topics in Computer Graphics John C. Hart

Global Illumination Accounts for all light in a scene Techniques The Rendering Equation theoretical basis for light transport Path Tracing attempts to trace “all rays” in a scene Photon Mapping deposits light energy on surfaces for later collection Radiosity balances diffuse interreflection

The Rendering Equation I(x,x’) – intensity at x from x’ g(x,x’) – geometry term (g) % of light from x’ that reaches x e.g. shadows, occlusion e(x,x’) – emissive term (e) light emitted by x’ toward x e.g. light sources r(x,x’,x’’) – reflectivity % of light incident at x’ from x’’ reflected in the x direction x x” I(x,x’) I(x’,x”) g(x,x’) x’

Describing Paths I = ge + gR(I) R() – linear integral “reflection” operator R(cI) = cR(I) R(I1 + I2) = R(I1) + R(I2) Solve for intensity I (1 – gR)I = ge I = (1 – gR)-1 ge I = ge + gRge + gRgRge + gRgRgRge + ...

Reflectance Categories L – emitter (light source) E – receiver (eye) D – diffuse ideal r(x,x’,x”) = r(,x’,x”) in general includes all diffusive reflection, e.g. Phong reflectance S – specular r(x,x’,x”) = d(arg(x,x’) – arg(x’,x’’)) e.g. mirrors also includes refraction

Paths OpenGL LDE LDSE (w/mirror or env. map) I = ge + gDe (no shadows) I = ge + gDge (shadow buffer) Ray tracing LDS*E I = ge + g(Sg)*Dge Radiosity LD*E I = g(Dg)*e

Energy Transport dw dw Radiance – power per unit projected area perpendicular to the ray, per unit solid angle in the direction of the ray Fundamental unit of light transport Invariant along ray dA dA dA1 dA2 L1 L2 dw2 dw1 d2F1 = L1dw1dA1 = L2dw2dA2 = d2F2 dw1 = dA2/r2, dw2 = dA1/r2 dw1 dA1 = dA1 dA2/r2 = dw2 dA2 L1 = L2

Radiance Form of Rendering Equation x’ w q’ w’ V(x,x’) – visibility term 1 if visible 0 if occluded q x

Out – In = Emitted – Absorbed Energy Conservation Energy remains contant Out – In = Emitted – Absorbed Global conservation Total energy input must equal total energy output Where does it go? Mostly heat Closed environment Local conservation Incident energy must be reflected or absorbed Ratio controlled by Fresnel