computer graphics & visualization Global Illumination Effects
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Motivation Realistic illumination of the scene
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Motivation Soft shadows
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Motivation Subsurface scattering
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Motivation Many algorithms exist – Photon mapping – Ambient Occlusion – … Common goal: Solving parts of the Rendering Equation
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Problems Scene changes -> New computation Still not possible in real-time Uses Raytracing or Radiosity Already explained Going to be explained now
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Photons Have energy h: Planck constant v: Frequency of light
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiometric Quantities Radiant energyJ Radiant powerW IrradianceW/m² RadiosityW/m² Radiant intensityW/sr
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiance θ: angle between surface‘s normal and ω cosθ: Lambertian law Constant along a ray
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Irradiance
computer graphics & visualization Global Illumination Effects Christian A. Wiesner BRDF Bidirectional reflectance distribution function How much light is reflected
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Reflection Equation Integrate over the hemisphere
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Rendering Equation Radiance Emitted light Surfaces BRDF Visibility Geometry factor
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity Ideal diffuse reflection can be simulated with Radiosity Uses finite elements Introduced by Goral et al.
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity Origin: Thermal heat transfer Developed in 1984, still in use Modelling of diffuse lighting – Doesn‘t account for specular lighting – Independent of viewer – Therefore: Stays constant in constant scene
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity Equation RadiosityEmissivity Reflectivity Form factor constant
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Form Factors
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Form Factors
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Nusselt Analog Simple geometric analog for calculating form factors B A
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Hemicube Algorithm Hemicube instead of hemisphere
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Hemicube Algorithm Idea: – Precompute delta form factors analytically – Count covered pixels – Sum up covered delta form factors to the true form factor
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Hemicube Example
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Hemicube Algorithm on GPU Use projection center as viewport Use current face as viewing plane Do the rendering Grab the colour buffer (IDs of patches) Count coloured pixels Visibility test performed by depth test
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity Algorithm Compute form factors Solve linear equation system for i = 1, …, n
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Von Neumann Series 0 Bounces 1 Bounce 2 Bounces 3 Bounces
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Jacobi Iteration
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Shooting / Gathering
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity Result
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity vs. Ray Tracing
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Radiosity Conclusion Old, but still in use Used for simulating diffuse lighting Result can be used in combination with other GI algorithms
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Ambient Occlusion Motivation Ambient term constant in Phong model Not very realistic Idea: Compute occlusion of each face
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Ambient Occlusion Result: Occluded areas appear darker than brigther ones Multiply with usual Phong model 2 possibilities: – Screen space – Object space
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Screen Space Ambient Occlusion Can be completely done on GPU No preprocessing Independent of scene complexity Idea: Instead of performing full raytracing use occlusion information from z-buffer
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Screen Space Ambient Occlusion Take 3D samples around each point Determine occlusion of each point by testing against the depth buffer Far samples with less influence Use blurring for smooth results
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Screen Space Ambient Occlusion
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Object Space Ambient Occlusion Define surface element as an oriented disk Use Heron‘s formula, Store position, normal and area in texture for pixel shader
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Object Space Ambient Occlusion Compute accessibility value at each element (% of hemisphere) Approximation based on the solid angle of an oriented disk Strongly dependent on scene complexity
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Object Space Ambient Occlusion
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Ambient Occlusion Results
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Ambient Occlusion Results
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Ambient Occlusion Conclusion Can be preprocessed for each object Used in the current version of PIXAR‘s RenderMan
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Outlook Faster computation – Cheaper – Artists can see results faster More realistic lighting
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Conclusion Very important for any animated movie Computation time not too important
computer graphics & visualization Global Illumination Effects Christian A. Wiesner Thanks for your attention!