Radiosity Syed-Areeb A. Sabzposh S. Yaris A. Sabzposh CSC 470 11/11/2004.

Slides:



Advertisements
Similar presentations
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Advertisements

Graphics Pipeline.
Computer graphics & visualization Global Illumination Effects.
Computer Graphics In4/MSc Computer Graphics Lecture Notes #15 Illumination III View Independent Rendering.
3D Graphics Rendering and Terrain Modeling
Modeling the Interaction of Light Between Diffuse Surfaces Cindy M. Goral, Keenth E. Torrance, Donald P. Greenberg and Bennett Battaile Presented by: Chris.
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.
Ray Tracing & Radiosity Dr. Amy H. Zhang. Outline  Ray tracing  Radiosity.
 Engineering Graphics & Introductory Design 3D Graphics and Rendering REU Modeling Course – June 13 th 2014.
Light Issues in Computer Graphics Presented by Saleema Amershi.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
Computer Graphics - Class 10
IMGD 1001: Illumination by Mark Claypool
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
(conventional Cartesian reference system)
Rendering theory & practice. Introduction  We’ve looked at modelling, surfacing and animating.  The final stage is rendering.  This can be the most.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Global Illumination May 7, Global Effects translucent surface shadow multiple reflection.
Objectives Learn to shade objects so their images appear three- dimensional Learn to shade objects so their images appear three- dimensional Introduce.
CSCE 641 Computer Graphics: Radiosity Jinxiang Chai.
6.1 Vis_04 Data Visualization Lecture 6 - A Rough Guide to Rendering.
Paper by Alexander Keller
CSC418 Computer Graphics n Raytracing n Shadows n Global Illumination.
Fundamentals of Computer Graphics Part 6 Shading prof.ing.Václav Skala, CSc. University of West Bohemia Plzeň, Czech Republic ©2002 Prepared with Angel,E.:
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Jonathan M Chye Technical Supervisor : Mr Matthew Bett 2010.
-Global Illumination Techniques
CS 376 Introduction to Computer Graphics 04 / 16 / 2007 Instructor: Michael Eckmann.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D 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.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Week 10 - Wednesday.  What did we talk about last time?  Shadow volumes and shadow mapping  Ambient occlusion.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Basic Rendering Pipeline and Shading Spring 2012.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Introduction to Radiosity Geometry Group Discussion Session Jiajian (John) Chen 9/10/2007.
Radiosity Jian Huang, CS594, Fall 2002 This set of slides reference the text book and slides used at Ohio State.
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.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Global Illumination: Radiosity, Photon Mapping & Path Tracing Rama Hoetzlein, 2009 Lecture Notes Cornell University.
CS 325 Introduction to Computer Graphics 03 / 29 / 2010 Instructor: Michael Eckmann.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
RENDERING Introduction to Shading models – Flat and Smooth shading – Adding texture to faces – Adding shadows of objects – Building a camera in a program.
Lecture 6 Rasterisation, Antialiasing, Texture Mapping,
Monte-Carlo Ray Tracing and
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.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
CSCE 441: Computer Graphics Ray Tracing
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
CS 445 / 645 Introduction to Computer Graphics Lecture 16 Radiosity Radiosity.
Render methods. Contents Levels of rendering Wireframe Plain shadow Gouraud Phong Comparison Gouraud-Phong.
RENDERING : Global Illumination
Global Illumination (3) Path Tracing. Overview Light Transport Notation Path Tracing Photon Mapping.
CS 376 Introduction to Computer Graphics 04 / 18 / 2007 Instructor: Michael Eckmann.
Computer Graphics Ken-Yi Lee National Taiwan University (the slides are adapted from Bing-Yi Chen and Yung-Yu Chuang)
CS552: Computer Graphics Lecture 36: Ray Tracing.
Computer Graphics: Illumination
Illumination and Shading Prof. Lizhuang Ma Shanghai Jiao Tong University.
Global Illumination: Radiosity, Photon Mapping & Path Tracing
3D Graphics Rendering PPT By Ricardo Veguilla.
Chapter 10: Computer Graphics
CSc4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University Radiosity.
(c) 2002 University of Wisconsin
CSc4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University Lecture 25 Radiosity.
Image.
CS5500 Computer Graphics May 29, 2006
Illumination and Shading
CSC418 Computer Graphics Raytracing Shadows Global Illumination.
Presentation transcript:

Radiosity Syed-Areeb A. Sabzposh S. Yaris A. Sabzposh CSC /11/2004

Computer Graphics Ray Tracing Radiosity Texture and Surface Details Modeling Volumetric Rendering Graphics Hardware and other important components of a realistic model of an object

Render To render is to create 2-D drawings. Based on 2, 3 or higher dimensional worlds. Simple light rendering involves bouncing light off of objects and into a person’s eye. Limitation of simple rendering: Not a whole lot of realism compared to other methods.

Different techniques Different techniques of rendering light: –S–Simple light rendering. –R–Ray tracing. –G–Global illumination. –R–Radiosity. –P–Phong Model.

The Phong Model Commonly used in computer graphics today. Light at any given point is made of 3 components: –D–Diffuse: represent reflection that is not directional in nature. –S–Specular: characterize reflections that are highly directional. –A–Ambient: Accounts for light generated from interobject reflections.

Another way of rendering light: Global Illumination Refers to a class of algorithms used in 3D CGs which takes into account not only the light which has taken a path directly from light source, but also light which has undergone reflection from other surfaces. Images rendered using global illumination algorithms are considered more realistic. Algorithms are much slower and computationally expensive than simple rendering. Radiosity is an example of global illumination.

Radiosity Alternative to Phong model; better approximates the interaction of diffuse surfaces. It is an addition to typical 3D rendering methods that increases the realism of any given image by a multitude. Allows the light to bounce off objects onto yet more objects and then into the person’s eye. Allows us to imitate what happens in real life!!! Results in “color bleeding”.

Reason for Radiosity Results are detailed analysis of light reflections off diffuse surfaces. Images that result from a radiosity renderer are characterized by soft gradual shadows. Typically used to render images of the interior of buildings; create photo-realistic results for scenes comprised of diffuse reflecting surfaces.

Radiosity Model Original radiosity system developed by Goral. Method based on a simple model of energy transfer. At each surface in a model the amt. of energy that is given off is comprised of the energy that the surface emits internally, plus the amt. of energy that is reflected off the surface. Basically: The radiosity of a surface is the energy that is given off. Radiosity equation:

Radiosity Pipeline The following is a list of procedures that a radiosity renderer would take in computing a scene: 1.Generate Model 2.Compute Form Factors 3.Solve Radiosity Matrix 4.Render

Radiosity Matrix Two interesting properties: –D–Diagonally dominant. –U–Upper right matrix is computable from the lower left.

Basic Outline of Radiosity Mapping The steps required for radiosity mapping are: 1.Render object view from object origin. 2.Blur object view so that all pixels contribute their color equally to the half of the object view closest to them. 3.Use normal mapping to acquire UV coordinates for each vertex of the mesh. 4.Texture map the object view onto the object using pixel colors as lighting values and adding those light values to the light already present on the object from traditional lighting methods. 5.Render the scene with its new light values.

Optimizations Obvious optimizations to be implemented with radiosity are: 1.Don’t do full texture mapping for the object view. Instead, only find the light values for each vertex in the mesh, and then interpolate. 2.Ignore the radiosity calculation of the static objects, and only do radiosity mapping for dynamic object. Pre-calculate the radiosity of static objects by traditional method. Pre-calculate the volume of light- contribution that moved with the object for dynamic objects.

Examples Without RadiosityWith Radiosity

Sample Code for Radiosity using C inline float Hemicube::getFormFactor(int side, int pixX, int pixY = -1) { if( pixY == -1) { // access pixels linearly using pixX if( side == 0) { return topPixels[pixX]; } if( side > 0) { return sidePixels[side-1][pixX]; } return 0; } // else access pixels as 2d array by using yOffset[] precalcs if( side == 0) { return topPixels[yOffsetPixels[pixY] + pixX]; } if( side > 0) { return sidePixels[side-1][yOffsetPixels[pixY] + pixX]; } return 0; }

References iscellaneous.htmwww.opengl.org/resources/faq/technical/m iscellaneous.htm sh02-pf.shtmlwww.flipcode.com/articles/article_radengli sh02-pf.shtml s/radiosity.htmlwww.cs.wpi.edu/~matt/courses/cs563/talk s/radiosity.html e918.aspwww.gamedev.net/reference/articles/articl e918.asp

Questions???