CSC418 Computer Graphics n Raytracing n Shadows n Global Illumination.

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Presentation transcript:

CSC418 Computer Graphics n Raytracing n Shadows n Global Illumination

Local vs. Global Illumination Local Illumination Models n e.g. Phong n Model source from a light reflected once off a surface towards the eye n Indirect light is included with an ad hoc “ambient” term which is normally constant across the scene Global Illumination Models n e.g. ray tracing or radiosity (both are incomplete) n Try to measure light propagation in the scene n Model interaction between objects and other objects and objects and their environment

All surfaces are not created equal n Specular surfaces –e.g. mirrors, glass balls –An idealized model provides ‘perfect’ reflection  Incident ray is reflected back as a ray in a single direction  No scattering (unrealistic) n Diffuse surfaces –e.g. flat paint, chalk –Lambertian surfaces –Incident light is scattered in all directions  Also unrealistic for most surfaces

Categories of light transport n Specular-Specular n Specular-Diffuse n Diffuse-Diffuse n Diffuse-Specular

Real surfaces are more complex…

Ray Tracing n Traces path of specularly reflected or transmitted (refracted) rays through environment n Rays are infinitely thin n Don’t disperse n Signature: shiny objects exhibiting sharp, multiple reflections

Ray Tracing n Unifies in one framework –Hidden surface removal –Shadow computation –Reflection of light –Refraction of light –Global specular interaction

Raytracing slides borrowed from…

Ray tracing setup

Ray does not intersect objects

Ray hits object

Shadow test

Point in shadow n With a simple lighting model, apply the ambient term for the shadow region

Reflected ray is sent out from intersection point

Reflected ray has hit object n Local illumination model calculated where ray intersects with second object n Result carried back to origin of ray on first object, contributes to object’s colour

Transmitted ray generated for transparent objects

Transmitted ray hit object n Local illumination model calculated where the ray hit object n Result carried back to the point of first intersection

No reflection

Single reflection

Double reflection

Ray Tracing Deficiencies n Local specular illumination model spreads rays in specular reflection, but global model doesn’t n Ignores major light transport mechanisms –Interaction of diffuse surfaces n Intersection computation time is very long

Ray Tracing Efficiency Improvements n Bounding volumes n Spatial subdivision –Octrees –SEADS –BSP

Ray Tracing Improvements: Image Quality n Backwards ray tracing –Trace from the light to the surfaces and then from the eye to the surfaces –“shower” scene with light and then collect it –“Where does light go?” vs “Where does light come from?” –Good for caustics

Ray Tracing Improvements: Image Quality n Cone tracing –Models some dispersion effects n Distributed Ray Tracing –Super sample each ray –Blurred reflections, refractions –Soft shadows –Depth of field –Motion blur

Radiosity n Diffuse interaction within a closed environment n Theoretically sound n View independent n No specular interactions

Global Illumination

Direct light is only part of the story

Ambient light

Lambertian Reflection and Colour Bleeding

Radiosity

Radiosity Equation

Form Factors

Techniques for Calculating Form Factors

Where to next? n The general rendering equation (not part of this course!) n Next class…Curves and Surfaces