Advanced Computer Graphics

Slides:



Advertisements
Similar presentations
The Radiance Equation.
Advertisements

Photorealistic Rendering. Ray tracing v. photorealistic rendering What illumination effects are not captured by ray tracing? What illumination effects.
The Radiance Equation Mel Slater. Outline Introduction Light Simplifying Assumptions Radiance Reflectance The Radiance Equation Traditional Rendering.
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry Many slides courtesy Pat Hanrahan.
Illumination Models Radiosity Chapter 14 Section 14.7 Some of the material in these slides may have been adapted from University of Virginia, MIT, Colby.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 8: Illumination and Reflection Many slides courtesy.
Rendering with Environment Maps Jaroslav Křivánek, KSVI, MFF UK
A Signal-Processing Framework for Forward and Inverse Rendering COMS , Lecture 8.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lectures 18, 19: Monte Carlo Integration Ravi Ramamoorthi Acknowledgements.
An Efficient Representation for Irradiance Environment Maps Ravi Ramamoorthi Pat Hanrahan Stanford University.
CSCE 641: Photon Mapping Jinxiang Chai. Outline Rendering equation Photon mapping.
Photon Tracing with Arbitrary Materials Patrick Yau.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 15: Ray Tracing/Global Illumination Ravi Ramamoorthi Slides.
Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2
Advanced Computer Graphics (Fall 2009) CS , Lecture 1: Introduction and History Ravi Ramamoorthi Some.
Interreflections and Radiosity : The Forward Problem Lecture #11 Thanks to Kavita Bala, Pat Hanrahan, Doug James, Ledah Casburn.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 10: Global Illumination Ravi Ramamoorthi Some images courtesy.
Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2
Real-Time High Quality Rendering COMS 6160 [Fall 2004], Lecture 4 Shadow and Environment Mapping
1 7M836 Animation & Rendering Global illumination, radiosity Arjan Kok
CSCE 641 Computer Graphics: Radiosity Jinxiang Chai.
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 21: Radiosity
CSCE 641 Computer Graphics: Radiosity Jinxiang Chai.
1 Dr. Scott Schaefer Radiosity. 2/38 Radiosity 3/38 Radiosity Physically based model for light interaction View independent lighting Accounts for indirect.
CSCE 441 Computer Graphics: Radiosity Jinxiang Chai.
Computer Graphics (Spring 2008) COMS 4160, Lecture 22: Global Illumination
Global Illumination. Direct Illumination vs. Global Illumination reflected, scattered and focused light (not discreet). physical-based light transport.
Today More raytracing stuff –Soft shadows and anti-aliasing More rendering methods –The text book is good on this –I’ll be using images from the CDROM.
-Global Illumination Techniques
CS 376 Introduction to Computer Graphics 04 / 16 / 2007 Instructor: Michael Eckmann.
02/16/05© 2005 University of Wisconsin Last Time Re-using paths –Irradiance Caching –Photon Mapping.
Real-Time Rendering Digital Image Synthesis Yung-Yu Chuang 01/03/2006 with slides by Ravi Ramamoorthi and Robin Green.
Computer Graphics Global Illumination: Photon Mapping, Participating Media Lecture 12 Taku Komura.
111/17/ :21 Graphics II Global Rendering and Radiosity Session 9.
Interreflections : The Inverse Problem Lecture #12 Thanks to Shree Nayar, Seitz et al, Levoy et al, David Kriegman.
Real-Time High Quality Rendering CSE 291 [Winter 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taxonomy of Methods
CPSC 641 Computer Graphics: Radiosity Jinxiang Chai.
Announcements Office hours today 2:30-3:30 Graded midterms will be returned at the end of the class.
04/30/02(c) 2002 University of Wisconsin Last Time Subdivision techniques for modeling We are now all done with modeling, the standard hardware pipeline.
Global Illumination: Radiosity, Photon Mapping & Path Tracing Rama Hoetzlein, 2009 Lecture Notes Cornell University.
Instant Radiosity Alexander Keller University Kaiserslautern Present by Li-Fong Lin.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Monte-Carlo Ray Tracing and
Computer Graphics (Spring 2003) COMS 4160, Lecture 18: Shading 2 Ravi Ramamoorthi Guest Lecturer: Aner Benartzi.
Pure Path Tracing: the Good and the Bad Path tracing concentrates on important paths only –Those that hit the eye –Those from bright emitters/reflectors.
In the name of God Computer Graphics. Last Time Some techniques for modeling Today Global illumination and raytracing.
Non-Linear Kernel-Based Precomputed Light Transport Paul Green MIT Jan Kautz MIT Wojciech Matusik MIT Frédo Durand MIT Henrik Wann Jensen UCSD.
Slide 1Lastra, 2/14/2016 Monte-Carlo Methods. Slide 2Lastra, 2/14/2016 Topics Kajiya’s paper –Showed that existing rendering methods are approximations.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Computer Graphics (Fall 2003) COMS 4160, Lecture 20: Radiosity Ravi Ramamoorthi
Global Illumination (3) Path Tracing. Overview Light Transport Notation Path Tracing Photon Mapping.
CS552: Computer Graphics Lecture 33: Illumination and Shading.
11/29/01CS 559, Fall 2001 Today Photorealistic rendering Algorithms for producing high-quality images Ways of deciding which algorithm for use.
Computer graphics III – Rendering equation and its solution
Advanced Computer Graphics
Advanced Computer Graphics
Shading Revisited Some applications are intended to produce pictures that look photorealistic, or close to it The image should look like a photograph A.
Sampling and Reconstruction of Visual Appearance
Advanced Computer Graphics
CS 319 Advanced Topics in Computer Graphics John C. Hart
The Rendering Equation
(c) 2002 University of Wisconsin
Path Tracing (some material from University of Wisconsin)
Computer Graphics (Spring 2003)
CSCE 441 Computer Graphics: Radiosity
(c) 2002 University of Wisconsin
Foundations of Computer Graphics (Spring 2012)
OPTICS III, IV: Global Illumination
Presentation transcript:

Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 11 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir

To Do Assignment 2 due May 15 Should already be well on way. Contact us for difficulties etc. This lecture on rendering, rendering equation. Pretty advanced theoretical material. Don’t worry if a bit lost; not directly required on the homeworks.

Course Outline Rendering Modeling 3D Graphics Pipeline (Creating, shading images from geometry, lighting, materials) Modeling (Creating 3D Geometry)

Course Outline Rendering Modeling 3D Graphics Pipeline (Creating, shading images from geometry, lighting, materials) Modeling (Creating 3D Geometry) Unit 1: Foundations of Signal and Image Processing Understanding the way 2D images are formed and displayed, the important concepts and algorithms, and to build an image processing utility like Photoshop Weeks 1 – 3. Assignment 1 Unit 3: Advanced Rendering Weeks 6 – 8. (Final Project) Unit 2: Meshes, Modeling Weeks 3 – 5. Assignment 2 Unit 4: Animation, Imaging Weeks 9, 10. (Final Project)

Illumination Models Local Illumination Light directly from light sources to surface No shadows (cast shadows are a global effect) Global Illumination: multiple bounces (indirect light) Hard and soft shadows Reflections/refractions (already seen in ray tracing) Diffuse and glossy interreflections (radiosity, caustics) Some images courtesy Henrik Wann Jensen

Diffuse Interreflection Diffuse interreflection, color bleeding [Cornell Box]

Radiosity

Caustics Caustics: Focusing through specular surface Major research effort in 80s, 90s till today

Overview of lecture Theory for all global illumination methods (ray tracing, path tracing, radiosity) We derive Rendering Equation [Kajiya 86] Major theoretical development in field Unifying framework for all global illumination Discuss existing approaches as special cases Fairly theoretical lecture (but important). Not well covered in textbooks (though see Eric Veach’s thesis). See reading if you are interested.

Outline Reflectance Equation (review) Global Illumination Rendering Equation As a general Integral Equation and Operator Approximations (Ray Tracing, Radiosity) Surface Parameterization (Standard Form)

Reflection Equation Reflected Light (Output Image) Emission Incident Light (from light source) BRDF Cosine of Incident angle

Reflection Equation Sum over all light sources Reflected Light (Output Image) Emission Incident Light (from light source) BRDF Cosine of Incident angle

Reflection Equation Replace sum with integral Reflected Light (Output Image) Emission Incident Light (from light source) BRDF Cosine of Incident angle

Environment Maps Light as a function of direction, from entire environment Captured by photographing a chrome steel or mirror sphere Accurate only for one point, but distant lighting same at other scene locations (typically use only one env. map) Blinn and Newell 1976, Miller and Hoffman, 1984 Later, Greene 86, Cabral et al. 87

Environment Maps Environment maps widely used as lighting representation Many modern methods deal with offline and real-time rendering with environment maps Image-based complex lighting + complex BRDFs

The Challenge Computing reflectance equation requires knowing the incoming radiance from surfaces But determining incoming radiance requires knowing the reflected radiance from surfaces

Rendering Equation Surfaces (interreflection) Reflected Light (Output Image) Emission Reflected Light BRDF Cosine of Incident angle UNKNOWN KNOWN UNKNOWN KNOWN KNOWN

Rendering Equation (Kajiya 86)

Rendering Equation as Integral Equation Kernel of equation Reflected Light (Output Image) Emission Reflected Light BRDF Cosine of Incident angle UNKNOWN KNOWN UNKNOWN KNOWN KNOWN Is a Fredholm Integral Equation of second kind [extensively studied numerically] with canonical form

Linear Operator Equation Kernel of equation Light Transport Operator Can be discretized to a simple matrix equation [or system of simultaneous linear equations] (L, E are vectors, K is the light transport matrix)

Ray Tracing and extensions General class numerical Monte Carlo methods Approximate set of all paths of light in scene Binomial Theorem

Ray Tracing Emission directly From light sources Direct Illumination on surfaces Global Illumination (One bounce indirect) [Mirrors, Refraction] (Two bounce indirect) [Caustics etc]

Ray Tracing OpenGL Shading Emission directly From light sources Direct Illumination on surfaces Global Illumination (One bounce indirect) [Mirrors, Refraction] OpenGL Shading (Two bounce indirect) [Caustics etc]

Outline Reflectance Equation (review) Global Illumination Rendering Equation As a general Integral Equation and Operator Approximations (Ray Tracing, Radiosity) Surface Parameterization (Standard Form)

Rendering Equation as Integral Equation Kernel of equation Reflected Light (Output Image) Emission Reflected Light BRDF Cosine of Incident angle UNKNOWN KNOWN UNKNOWN KNOWN KNOWN Is a Fredholm Integral Equation of second kind [extensively studied numerically] with canonical form

Linear Operator Theory Linear operators act on functions like matrices act on vectors or discrete representations Basic linearity relations hold Examples include integration and differentiation M is a linear operator. f and h are functions of u a and b are scalars f and g are functions

Linear Operator Equation Kernel of equation Light Transport Operator Can also be discretized to simple matrix equation [or system of simultaneous linear equations] (L, E are vectors, K is the light transport matrix)

Solving the Rendering Equation Binomial Theorem Term n corresponds to n bounces of light

Solving the Rendering Equation Too hard for analytic solution, numerical methods Approximations, that compute different terms, accuracies of the rendering equation Two basic approaches are ray tracing, radiosity. More formally, Monte Carlo and Finite Element Monte Carlo techniques sample light paths, form statistical estimate (example, path tracing) Finite Element methods discretize to matrix equation

Ray Tracing Emission directly From light sources Direct Illumination on surfaces Global Illumination (One bounce indirect) [Mirrors, Refraction] (Two bounce indirect) [Caustics etc]

Ray Tracing OpenGL Shading Emission directly From light sources Direct Illumination on surfaces Global Illumination (One bounce indirect) [Mirrors, Refraction] OpenGL Shading (Two bounce indirect) [Caustics etc]

Outline Reflectance Equation (review) Global Illumination Rendering Equation As a general Integral Equation and Operator Approximations (Ray Tracing, Radiosity) Surface Parameterization (Standard Form)

Rendering Equation Surfaces (interreflection) Reflected Light (Output Image) Emission Reflected Light BRDF Cosine of Incident angle UNKNOWN KNOWN UNKNOWN KNOWN KNOWN

Change of Variables Integral over angles sometimes insufficient. Write integral in terms of surface radiance only (change of variables)

Change of Variables Integral over angles sometimes insufficient. Write integral in terms of surface radiance only (change of variables)

Rendering Equation: Standard Form Integral over angles sometimes insufficient. Write integral in terms of surface radiance only (change of variables) Domain integral awkward. Introduce binary visibility fn V Same as equation 2.52 Cohen Wallace. It swaps primed And unprimed, omits angular args of BRDF, - sign. Same as equation above 19.3 in Shirley, except he has no emission, slightly diff. notation

Radiosity Equation Drop angular dependence (diffuse Lambertian surfaces) Change variables to radiosity (B) and albedo (ρ) Expresses conservation of light energy at all points in space Same as equation 2.54 in Cohen Wallace handout (read sec 2.6.3) Ignore factors of π which can be absorbed.

Discretization and Form Factors F is the form factor. It is dimensionless and is the fraction of energy leaving the entirety of patch j (multiply by area of j to get total energy) that arrives anywhere in the entirety of patch i (divide by area of i to get energy per unit area or radiosity).

Form Factors

Matrix Equation

Summary Theory for all global illumination methods (ray tracing, path tracing, radiosity) We derive Rendering Equation [Kajiya 86] Major theoretical development in field Unifying framework for all global illumination Discuss existing approaches as special cases Next: Practical solution using Monte Carlo methods