KIPA Game Engine Seminars

Slides:



Advertisements
Similar presentations
Spherical Harmonic Lighting Jaroslav Křivánek. Overview Function approximation Function approximation Spherical harmonics Spherical harmonics Some other.
Advertisements

A Mike Day Paper Exercise
Optimized Stencil Shadow Volumes
Environment Mapping CSE 781 – Roger Crawfis
Week 9 - Monday.  What did we talk about last time?  BRDFs  Texture mapping and bump mapping in shaders.
Data Modeling and Parameter Estimation Nov 9, 2005 PSCI 702.
Spherical Harmonic Lighting of Wavelength-dependent Phenomena Clifford Lindsay, Emmanuel Agu Worcester Polytechnic Institute (USA)
Master Thesis Lighting and materials for real-time game engines
A Signal-Processing Framework for Forward and Inverse Rendering COMS , Lecture 8.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 18: Precomputation-Based Real-Time Rendering Ravi Ramamoorthi
Approximation on Finite Elements Bruce A. Finlayson Rehnberg Professor of Chemical Engineering.
Precomputed Radiance Transfer Harrison McKenzie Chapter.
Sampling and Aliasing Kurt Akeley CS248 Lecture 3 2 October 2007
1 Monte Carlo Global Illumination Brandon Lloyd COMP 238 December 16, 2002.
Real-Time Diffuse Global Illumination Using Radiance Hints HPG2011 Georgios (George) Papaioannou Dept. of Computer Science Athens University of Economics.
Computer Graphics (Spring 2008) COMS 4160, Lecture 22: Global Illumination
Transforms: Basis to Basis Normal Basis Hadamard Basis Basis functions Method to find coefficients (“Transform”) Inverse Transform.
Real-Time Ray Tracing 3D Modeling of the Future Marissa Hollingsworth Spring 2009.
Lighting & Shading.
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
Computer Graphics Inf4/MSc Computer Graphics Lecture Notes #16 Image-Based Lighting.
1 KIPA Game Engine Seminars Jonathan Blow Ajou University December 4, 2002 Day 8.
Computer Graphics Inf4/MSc Computer Graphics Lecture 9 Antialiasing, Texture Mapping.
Han Q Le© ECE 3336 Introduction to Circuits & Electronics Lecture Set #8 Method for Linear Circuit: Phasor Part 1: Background Dr. Han Le ECE Dept.
Interactive Hair Rendering Under Environment Lighting Valentin JANIAUT Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining Guo.
1 KIPA Game Engine Seminars Jonathan Blow Ajou University December 13, 2002 Day 16.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
Course Introduction and Terminology CGDD 4113 – 3D MODELING AND ANIMATION.
Real-Time Rendering Digital Image Synthesis Yung-Yu Chuang 01/03/2006 with slides by Ravi Ramamoorthi and Robin Green.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 KIPA Game Engine Seminars Jonathan Blow Ajou University December 12, 2002 Day 14.
Acoustic diffraction by an Oscillating strip. This problem is basically solved by a technique called Wiener Hopf technique.
Real-Time Relighting Digital Image Synthesis Yung-Yu Chuang 1/10/2008 with slides by Ravi Ramamoorthi, Robin Green and Milos Hasan.
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations Paul Green 1 Jan Kautz 1 Wojciech Matusik 2 Frédo Durand 1.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Basic Rendering Pipeline and Shading Spring 2012.
All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation Ren Ng Stanford Ravi Ramamoorthi Columbia SIGGRAPH 2003 Pat Hanrahan Stanford.
Approximation on Finite Elements Bruce A. Finlayson Rehnberg Professor of Chemical Engineering.
Quick survey about PRT Valentin JANIAUT KAIST (Korea Advanced Institute of Science and Technology)
Inverse DFT. Frequency to time domain Sometimes calculations are easier in the frequency domain then later convert the results back to the time domain.
Leo Lam © Signals and Systems EE235 Lecture 21.
Global Illumination: Radiosity, Photon Mapping & Path Tracing Rama Hoetzlein, 2009 Lecture Notes Cornell University.
Using wavelets on the XBOX360 For current and future games San Francisco, GDC 2008 Mike Boulton Senior Software Engineer Rare/MGS
Leo Lam © Signals and Systems EE235 Lecture 25.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Lecture 6 Rasterisation, Antialiasing, Texture Mapping,
Lecture 17 - Approximation Methods CVEN 302 July 17, 2002.
ECE 8443 – Pattern Recognition EE 3512 – Signals: Continuous and Discrete Objectives: Eigenfunctions Fourier Series of CT Signals Trigonometric Fourier.
Lens to interferometer Suppose the small boxes are very small, then the phase shift Introduced by the lens is constant across the box and the same on both.
ECE 8443 – Pattern Recognition ECE 3163 – Signals and Systems Objectives: Eigenfunctions Fourier Series of CT Signals Trigonometric Fourier Series Dirichlet.
Function Representation & Spherical Harmonics. Function approximation G(x)... function to represent B 1 (x), B 2 (x), … B n (x) … basis functions G(x)
All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation Ren Ng Stanford Ravi Ramamoorthi Columbia Pat Hanrahan Stanford.
ENEE 322: Continuous-Time Fourier Transform (Chapter 4)
Toward Real-Time Global Illumination. Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force:
Toward Real-Time Global Illumination. Project Ideas Distributed ray tracing Extension of the radiosity assignment Translucency (subsurface scattering)
Continuous-time Fourier Series Prof. Siripong Potisuk.
Working Group « Pre-Filtering »
Visualization of Scanned Cave Data with Global Illumination
Image-based Lighting Computational Photography
Neural data-analysis Workshop
Real-time environment map lighting
Sequences Write down the next 3 terms in each sequence:
UMBC Graphics for Games
Filtering Part 2: Image Sampling
Chapter 3D Chapter 3, part D Fall 2000.
Fourier Series September 18, 2000 EE 64, Section 1 ©Michael R. Gustafson II Pratt School of Engineering.
I. Previously on IET.
CS-378: Game Technology Lecture #4: Texture and Other Maps
Resampling.
Week 11 - Monday CS361.
Real-time Global Illumination with precomputed probe
Presentation transcript:

KIPA Game Engine Seminars Day 9 Jonathan Blow Ajou University December 5, 2002

Dealing with Global Illumination The BRDF technique discussed yesterday involves only point light sources Most realtime techniques right now don’t involve self-occlusion Complex scenes involve secondary reflections, self-occlusion, and all that stuff Graphics are “good enough” now that it won’t help to make them better in terms of resolution, color depth, and triangle count, unless we start taking care of global illumination Show the teapot again

Chas Boyd’s slides Chas did a lecture at GDC 2002 about this His slides are pretty good, so I’ll use them to talk about the issues

The idea behind spherical harmonics Suppose we want to approximate a 1D function on a linear domain (like time) We can Fourier transform the function If we assume the function is mostly low-frequency, we can throw away most of the Fourier coefficients We can reconstruct a function approximation by adding together the low-frequency terms

Reflectance functions are defined on S2 (nonlinear domain) The spherical harmonics are orthogonal basis functions on S2