Precomputed Radiance Transfer Harrison McKenzie Chapter.

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Presentation transcript:

Precomputed Radiance Transfer Harrison McKenzie Chapter

Computer Graphics Two Principle Areas: Real-time Graphics o Games o Rasterizing Triangles Global Illumination o Movies o Ray Tracing o Radiosity o Photon-Mapping

Quality vs. Speed Global Illumination strategies are capable of rendering images of amazing quality by simulating object interactions Unfortunately, modeling throngs of photons bumping into things can take a long time. And we want to render our scene at least 30 times a second! Conventionally, we just cheat and hope nobody notices. o Still have problems with good soft shadows and reflections

PRT Precomputed Radiance Transfer does a little bit of both o Model the way that an object maps incoming radiance to out-going radiance o Divides the lighting function for an object into two parts  A Spherical Harmonic projection of the function that maps the scene's light to color  A Spherical Harmonic projection of all the lights in the scene at a particular object

Advantages Allows us to do a lot of the hard work in the lighting calculation as a preprocess for each vertex As part of that pre-process, we can 'Bake' in certain characteristics about how the object interacts with itself as well o Self-Shadowing Final rendering procedure is very fast -- the lighting integral reduces to an N term dot product of SH coefficients

Examples of work so far

Questions?