CS447/547 9- 1 Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.

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Presentation transcript:

CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics

CS447/ Radiosity methods... –...were developed to account for the interaction of diffuse light between objects in a scene...are excellent for creating interior environments made up of collections of non- specular objects –...create very realistic looking interiors –...have created the most realistic and impressive images –...do not need to use an ambient light constant! Advanced Rendering Radiosity Methods

CS447/ The history of Radiosity... –...was formed from research in radiative heat transfer in 1984 to account for heat transfer between objects (i.e., elements in a furnace or on a spacecraft) –...is based on a formula for creating an equilibrium of energy within an enclosure –...means that all energy emitted or reflected by every surface is accounted for by its reflection or absorption by other surfaces Advanced Rendering Radiosity Methods

CS447/ Radiosity... –...is the rate energy leaves a surface –...is the sum of the rates reflected or refracted from the surface Radiosity methods... –...are the techniques for computing surface radiosities in an environment –...model diffuse light, unavailable with all other methods Advanced Rendering Radiosity Methods

CS447/ Radiosity methods... –...provide for color bleeding from one surface to another –...allow for shading within a shadow envelope –...create penumbrae along shadow boundaries Unlike ray tracing, radiosity works on objects to determine the intensity at discrete points... Advanced Rendering Radiosity Methods

CS447/ Unlike ray tracing, –...it does not work at the pixel level... –...this means radiosity is independent of the viewer's position –...radiosity first determines the light interactions in an environment; then, one or more views are rendered Advanced Rendering Radiosity Methods

CS447/ Radiosity methods... –...treat the light source just like any other surface that emits or transmits light –...this means it allows surfaces to emit light –...which ultimately means that light sources are all considered to be area light sources! –(There are no point light sources with radiosity methods) –...or, you could say that all surfaces are perfect diffusers Advanced Rendering Radiosity Methods

CS447/ Radiosity is defined as the energy leaving a surface patch (per unit of time)... –...where the environment is broken up into a finite number of discrete surface patches –...and each surface patch can emit and reflect light uniformly over its entire area –...so the sum of the light emitted and reflected is the radiosity for that surface patch –...plus concave patches include calculations including their own reflected light when determining radiosity Advanced Rendering Radiosity Methods

CS447/ Since radiosity is calculated per surface patch... –...inorder to avoid flat shading for each surface patch, the vertex radiosities must be calculated from the patch radiosities –...then, Gouraud or some other intensity interpolation shading technique can be used for more realistic shading Advanced Rendering Radiosity Methods

CS447/ Vertex radiosities are determined... –...for vertices interior to the surface, by the average of the radiosities for the patches that share that vertex –...for vertices on the edge when averaged with the closest interior vertex, by the average of the radiosities of the patches that share the edge vertex Advanced Rendering Radiosity Methods

CS447/ Vertex radiosities are determined... Advanced Rendering Radiosity Methods Patch 1 Patch 2 Patch 3Patch 4 Vertex A Vertex B Radiosity of Vertex B is the average of the radiosities of Patches 1 through 4 Radiosity of Vertex A is the sum of Patch 1 and 3 radiosities minus Vertex B's radiosity

CS447/ Uses form factors... –...to characterize the effects of the geometry of two surfaces when radiative energy is exchanged between them (i.e., light is reflected and refracted between them) –...which are independent of the wavelength and are a function of the geometry only; they do not need to be recomputed if lighting changes! Advanced Rendering Radiosity Methods

CS447/ Uses form factors... Advanced Rendering Radiosity Methods Patch normal Ray's length between two areas The form factor is calculated......using the angles with the normals made by the ray between the patches, the length of the ray, and whether or not the patch is visible from the other Angle i Angle j Surface patch i Surface patch j

CS447/ Form factors between patches... –...was developed in 1985 as the hemicube method Hemicube form factors... –...are used to approximate the hemisphere around patches because flat projection planes are less expensive to compute –...constructs a hemicube around center of each patch –...where the patch normal and the hemicube Z axis are coincident Advanced Rendering Radiosity Methods

CS447/ Hemicube form factors... Advanced Rendering Radiosity Methods Patch normal Surface patch j Surface patch i Projection of patch j onto the hemicube

CS447/ Hemicube... –...faces are divided into cells –...projects every other patch in the environment onto this hemicube –...where two patches that project onto the same cell can have their depth compared and the further patch rejected, because it cannot be seen from the receiving patch –...therefore, the contribution of hidden patches is ignored, like hidden surface removal! Advanced Rendering Radiosity Methods

CS447/ Hemicube faces are divided... Advanced Rendering Radiosity Methods Patch normal Surface patch j Surface patch i Projection of both patches Surface patch k

CS447/ With Hemicube... –...each cell defines a portion of a patch's form factor –...the contribution of each cell in the hemicube to the form factor is a function of the patches that project onto the cell and its position in the hemicube –...patches with the same projection on the hemicube have the same form factor Advanced Rendering Radiosity Methods

CS447/ With Hemicube... Advanced Rendering Radiosity Methods Patch normal Z axis Vector between the hemicube pixel (or cell) and the patch i Surface patch i x y Angle i Angle j Projection of patch j (1 pixel example)

CS447/ Radiosity methods in general... –...are difficult to code –...require extensive computing resources –...have performance dependence on the number of patches in an object since a hemicube calculation is performed for every patch (onto which all other patches are projected) –...have performance dependence on the complexity of the environment and the resolution of the hemicube Advanced Rendering Radiosity Methods

CS447/ Aliasing also affects images generated with radiosity methods... –...if a hemicube resolution is too low –...but are in general minimal since diffuse illumination changes slowly across a surface Much research is on-going to find faster, more accurate, and less storage intensive techniques to perform radiosity methods... Advanced Rendering Radiosity Methods

CS447/ Using radiosity methods... –...the quality of the image is a function of the size of the patches (i.e., the finer the patches the better the results!) Radiosity methods can be improved... –...by subdividing patches where problems occur (i.e., for example along shadow boundaries)...by a process called substructuring –...with sub-patches solved independently among patches Advanced Rendering Radiosity Methods

CS447/ Substructuring uses three steps... –...evaluate the radiosity using the patch methods –...subdivide patches that exhibit potential problems and calculate the sub-patch form factors –...determine the radiosities for the subdivided patches Subdivision of patches... –...can be repeated until achieve desired accuracy –...therefore improves the quality of images in the areas that require more accurate treatment Advanced Rendering Radiosity Methods

CS447/ With radiosity methods... –...the conventional pipeline is used to achieve global illumination effects needed for diffuse radiosity –...the form factors are pre-computed for the entire image before being processed by the viewing and rendering components of the pipeline Advanced Rendering Radiosity Methods -- Pipeline

CS447/ With radiosity methods... Modeling MC WC VRC View Orientation Transformation NPC View Mapping and Clipping Abstract Rendering Advanced Rendering Radiosity Methods -- Pipeline Calculate Vertex Intensities Radiosity

CS447/ The last five subcomponents use the conventional methods... Drawing Surface Clip NPC Implicit Display Transformation DC Map to Device Coordinates Physically Render: Rasterize Apply Color Display Surface Advanced Rendering Radiosity Methods -- Pipeline

CS447/ Standard radiosity methods... –...provide a solution for diffuse surfaces to interact in a closed environment –...are well suited for diffuse reflectivity since a diffuse surface's reflectivity is constant in all outgoing directions –modeled instead of specular (remember form factors!) --- once specular light is modeled you MUST know the view! –...were expanded to incorporate ray tracing Advanced Rendering Radiosity Methods -- summary

CS447/ Radiosity and ray tracing takes into account the interactions of light for... –...diffuse to diffuse reflection, –...diffuse to specular reflection, –...specular to diffuse reflection, and –...specular to specular reflection Advanced Rendering Radiosity Methods -- summary

CS447/ Radiosity and ray tracing... –...are combined as a two pass process: view independent and view dependent (preprocessing and postprocessing steps) Preprocessing... –...first enhances the diffuse reflectivity and takes into account the specular to diffuse reflection (however, this method does limit specular surfaces to perfect mirrors) Advanced Rendering Radiosity Methods -- summary

CS447/ Preprocessing... –...then it applies a standard radiosity method, using the hemicube to determine the form factors –...only takes into account specular reflection enough to determine the impact on diffuse reflection Advanced Rendering Radiosity Methods -- summary

CS447/ Postprocessing... –...uses distributed ray tracing and takes into account specular reflection and refraction as well as the viewpoint –...takes the diffuse intensities from the radiosity method and let's them contribute to the intensity of a pixel using linear interpolation Advanced Rendering Radiosity Methods -- summary