Retrospect Digital Image Synthesis Yu-Ting Wu. So far we have learned: Geometry and transforms Shapes Accelerators Color and radiometry Cameras Sampling.

Slides:



Advertisements
Similar presentations
Graphics Pipeline.
Advertisements

Physically Based Real-time Ray Tracing Ryan Overbeck.
Ray Tracing CMSC 635. Basic idea How many intersections?  Pixels  ~10 3 to ~10 7  Rays per Pixel  1 to ~10  Primitives  ~10 to ~10 7  Every ray.
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
Eyes for Relighting Extracting environment maps for use in integrating and relighting scenes (Noshino and Nayar)
Shadow Rendering Techniques A point is in the shadow of a light source if it can not be “seen” by the light source, i.e. the line segment that connects.
Christian Lauterbach COMP 770, 2/11/2009
Photon Tracing with Arbitrary Materials Patrick Yau.
1/12/09 1 Introduction Computer Graphics COMP 770 (236) Spring 2009 Instructor: Dinesh Manocha.
1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.
Global Illumination May 7, Global Effects translucent surface shadow multiple reflection.
ECS 298 Photorealistic Image Synthesis course overview Brian Budge Center for Image Processing and Integrated Computing Computer Science Department University.
CIS 681 Distributed Ray Tracing. CIS 681 Anti-Aliasing Graphics as signal processing –Scene description: continuous signal –Sample –digital representation.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 2: Basic Ray Tracing Ravi Ramamoorthi Some slides courtesy.
Presentation of LR2V Kadi Bouatouch IRISA
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
© 2005 University of Wisconsin
Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99.
Ray Tracing II A More Practical Version. A QUICK REVIEW.
Computer Graphics Inf4/MSc Computer Graphics Lecture 9 Antialiasing, Texture Mapping.
COMP 175: Computer Graphics March 24, 2015
01/28/05© 2005 University of Wisconsin Last Time Improving Monte Carlo Efficiency.
Advanced Computer Graphics March 06, Grading Programming assignments Paper study and reports (flipped classroom) Final project No written exams.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
-Global Illumination Techniques
Project Raytracing. Content Goals Idea of Raytracing Ray Casting – Therory – Practice Raytracing – Theory – Light model – Practice Output images Conclusion.
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.
CSC 461: Lecture 3 1 CSC461 Lecture 3: Models and Architectures  Objectives –Learn the basic design of a graphics system –Introduce pipeline architecture.
02/10/03© 2003 University of Wisconsin Last Time Participating Media Assignment 2 –A solution program now exists, so you can preview what your solution.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
MIT EECS 6.837, Durand and Cutler Acceleration Data Structures for Ray Tracing.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics Global Illumination: Photon Mapping, Participating Media Lecture 12 Taku Komura.
1Computer Graphics Lecture 4 - Models and Architectures John Shearer Culture Lab – space 2
Materials Digital Image Synthesis Yung-Yu Chuang 11/19/2008 with slides by Robin Chen.
CSE 681 DISTRIBUTED RAY TRACING some implementation notes.
Duy & Piotr. How to reconstruct a high quality image with the least amount of samples per pixel the least amount of resources And preserving the image.
CS348B Lecture 9Pat Hanrahan, Spring 2005 Overview Earlier lecture Statistical sampling and Monte Carlo integration Last lecture Signal processing view.
On robust Monte Carlo algorithms for multi-pass global illumination Frank Suykens – De Laet 17 September 2002.
Lecture 6 Rasterisation, Antialiasing, Texture Mapping,
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Bounding Volume Hierarchy. The space within the scene is divided into a grid. When a ray travels through a scene, it only passes a few boxes within the.
Advanced topics Advanced Multimedia Technology: Computer Graphics Yung-Yu Chuang 2006/01/04 with slides by Brian Curless, Zoran Popovic, Mario Costa Sousa.
CS559: Computer Graphics Final Review Li Zhang Spring 2010.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Materials Digital Image Synthesis Yung-Yu Chuang 11/08/2005 with slides by Robin Chen.
MIT EECS 6.837, Durand and Cutler Acceleration Data Structures for Ray Tracing.
Global Illumination (3) Photon Mapping (1). Overview Light Transport Notation Path Tracing Photon Mapping –Photon Tracing –The Photon Map.
01/26/05© 2005 University of Wisconsin Last Time Raytracing and PBRT Structure Radiometric quantities.
RENDERING : Global Illumination
CSE 681 Introduction to Ray Tracing. CSE 681 Ray Tracing Shoot a ray through each pixel; Find first object intersected by ray. Image plane Eye Compute.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Distributed Ray Tracing. Can you get this with ray tracing?
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Digital Media Dr. Jim Rowan ITEC 2110 Vector Graphics II.
CIS 681 Distributed Ray Tracing. CIS 681 Anti-Aliasing Graphics as signal processing –Scene description: continuous signal –Sample –digital representation.
3D Rendering 2016, Fall.
Advanced Computer Graphics
Photorealistic Rendering vs. Interactive 3D Graphics
Distributed Ray Tracing
Digital Image Synthesis Yung-Yu Chuang 11/16/2006
© University of Wisconsin, CS559 Fall 2004
UMBC Graphics for Games
Distributed Ray Tracing
COMP 575/770 Review Session May 4, 2016.
CS5500 Computer Graphics May 29, 2006
Distributed Ray Tracing
Presentation transcript:

Retrospect Digital Image Synthesis Yu-Ting Wu

So far we have learned: Geometry and transforms Shapes Accelerators Color and radiometry Cameras Sampling and reconstruction Reflection models Materials Textures

Recap: the process of rendering Cameras orthogonal, perspective, environment, realistic … Sampling random, stratified, low-discrepancy, best candidate … Reconstruction box, triangle, sinc, Gaussian, Mitchell … GenerateRay Intersect Shapes sphere, disk, cylinder, triangle meshes, subdivision surfaces … Intersection DifferentialGeometry BSDFs Materials matte, plastic, mix, measured, metal, substrate … Lights point, distant, spot, area, environment … Accelerators grid, bvh, kdtree … GetBSDF

Cameras GenerateRay –Given a sample on the image film (in raster space), generate the corresponding camera ray (in world space) according to the type of camera. environment

Cameras Depth-of-field and motion blur Depth-of-field Motion blur

Shapes Intersect (used for radiance ray) Given a ray, does it has intersection with the shape? If yes, fill the information in DifferentialGeometry IntersectP (used for shadow ray) –Given a ray, does it has intersection with the shape? Intersect IntersectP scene

Materials, textures and reflectance models Materials –GetBSDF Reflectance models (BxDFs) –f –Sample_f Textures –Evaluate Material Texture Spatially-varying parameters BxDFs reflectance models

Accelerators Construction Traversal Intersect (used for radiance ray) –IntersectP (used for shadow ray) BVH Uniform grid OctreeKdtreeBSP tree

Sampling and reconstruction Use sub-pixel samples for –Antialiasing –Distributed effects Depth-of-field Motion blur Soft shadows Glossy reflection Global illumination

Sampling and reconstruction Sampling patterns random stratified uniform stratified jittered HaltonHammersleybest candidate

Call stack in pbrt Renderer::Render RenderTask::Run Camera::Film::WriteImage RenderTask::Run Camera::GenerateRay Renderer::Li Scene::Intersect if there is an intersection SurfaceIntegrator::Li else Light::Le VolumeIntegrator::Li return T * Li + Lvi [render a block of pixels] [output an image] [obtain a camera ray for each camera sample] [compute the radiance carried by the camera ray] [obtain the intersection of the ray and the scene] [compute the surface reflectance along the ray] [possibly add emittance from all lights] [compute volume contribution and transmittance]

Call stack in pbrt Scene::Intersect Aggregate::Intersect SurfaceIntegrator::Li Intersection::GetBSDF Intersection::GetBSDF Primitive::GetBSDF Shape::GetShadingGeometry Material::GetBSDF [call acceleration structure for intersection] [get BSDF for shading] [call the intersected primitive to fill the BSDF ] [call shape to get shading geometry] [do bump mapping if necessary, call material to get BSDF]

Remaining components: Lights Monte Carlo Surface integrators Volume integrators

Recap: the process of rendering Cameras orthogonal, perspective, environment, realistic … Sampling random, stratified, low-discrepancy, best candidate … Reconstruction box, triangle, sinc, Gaussian, Mitchell … GenerateRay Intersect Shapes sphere, disk, cylinder, triangle meshes, subdivision surfaces … Intersection DifferentialGeometry BSDFs Materials matte, plastic, mix, measured, metal, substrate … Lights point, distant, spot, area, environment … Accelerators grid, bvh, kdtree … Li How much radiance reflected from surface?  Surface Integrators GetBSDF

Recap: the process of rendering Cameras orthogonal, perspective, environment, realistic … Sampling random, stratified, low-discrepancy, best candidate … Reconstruction box, triangle, sinc, Gaussian, Mitchell … GenerateRay Intersect Accelerators grid, bvh, kdtree … Shapes sphere, disk, cylinder, triangle meshes, subdivision surfaces … How much radiance absorbed and scattered by the media?  Volume Integrators Intersection DifferentialGeometry BSDFs Materials matte, plastic, mix, measured, metal, substrate … Lights point, distant, spot, area, environment … GetBSDF

Recap: the process of rendering Are we close to this beautiful image?

What’s for next? Lights Homework assignment #3 A brief introduction to the Many-Light rendering