02/05/03© 2003 University of Wisconsin Last Time Importance Better Form Factors Meshing.

Slides:



Advertisements
Similar presentations
The Radiance Equation.
Advertisements

Computer Vision Radiometry. Bahadir K. Gunturk2 Radiometry Radiometry is the part of image formation concerned with the relation among the amounts of.
Computer graphics & visualization Global Illumination Effects.
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.
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.
Light Issues in Computer Graphics Presented by Saleema Amershi.
1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shading I.
Radiosity A Fascinating Presentation by Alex Danilevky.
7M836 Animation & Rendering
1 7M836 Animation & Rendering Global illumination, radiosity Arjan Kok
6.1 Vis_04 Data Visualization Lecture 6 - A Rough Guide to Rendering.
The Radiosity Method Donald Fong February 10, 2004.
CSCE 641 Computer Graphics: Radiosity Jinxiang Chai.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Hybrid Algorithms K. H. Ko School of Mechatronics Gwangju Institute.
COMPUTER GRAPHICS CS 482 – FALL 2014 AUGUST 27, 2014 FIXED-FUNCTION 3D GRAPHICS MESH SPECIFICATION LIGHTING SPECIFICATION REFLECTION SHADING HIERARCHICAL.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
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.
12/05/02(c) 2002 University of Wisconsin Last Time Subdivision techniques for modeling Very brief intro to global illumination.
02/25/05© 2005 University of Wisconsin Last Time Meshing Volume Scattering Radiometry (Adsorption and Emission)
-Global Illumination Techniques
01/29/03© 2003 University of Wisconsin Last Time Radiosity.
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.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
02/18/05© 2005 University of Wisconsin Last Time Radiosity –Converting the LTE into the radiosity equation –Solving with Gauss-Seidel relaxation –Form.
Volume radiosity Michal Roušal University of West Bohemia, Plzeň Czech republic.
Graphics Lecture 13: Slide 1 Interactive Computer Graphics Lecture 13: Radiosity - Principles.
111/17/ :21 Graphics II Global Rendering and Radiosity Session 9.
Radiosity Jian Huang, CS594, Fall 2002 This set of slides reference the text book and slides used at Ohio State.
DPL11/27/2015 CS 551/651: Radiosity David Luebke
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.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Computer Graphics (Spring 2003) COMS 4160, Lecture 18: Shading 2 Ravi Ramamoorthi Guest Lecturer: Aner Benartzi.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Hybrid Algorithms K. H. Ko School of Mechatronics Gwangju Institute.
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.
Radiosity 1. 2 Introduction Ray tracing best with many highly specular surfaces ­Not real scenes Rendering equation describes general shading problem.
02/12/03© 2003 University of Wisconsin Last Time Intro to Monte-Carlo methods Probability.
In the name of God Computer Graphics. Last Time Some techniques for modeling Today Global illumination and raytracing.
Local Illumination and Shading
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.
CS 445 / 645 Introduction to Computer Graphics Lecture 16 Radiosity Radiosity.
Global Illumination (3) Photon Mapping (1). Overview Light Transport Notation Path Tracing Photon Mapping –Photon Tracing –The Photon Map.
Global Illumination (2) Radiosity (3). Classic Radiosity Algorithm Mesh Surfaces into Elements Compute Form Factors Between Elements Solve Linear System.
02/07/03© 2003 University of Wisconsin Last Time Finite element approach Two-pass approaches.
Global Illumination (3) Path Tracing. Overview Light Transport Notation Path Tracing Photon Mapping.
02/9/05© 2005 University of Wisconsin Last Time Lights Next assignment – Implement Kubelka-Munk as a BSDF.
01/27/03© 2002 University of Wisconsin Last Time Radiometry A lot of confusion about Irradiance and BRDFs –Clarrified (I hope) today Radiance.
Graphics Lecture 14: Slide 1 Interactive Computer Graphics Lecture 14: Radiosity - Computational Issues.
Distributed Ray Tracing. Can you get this with ray tracing?
11/29/01CS 559, Fall 2001 Today Photorealistic rendering Algorithms for producing high-quality images Ways of deciding which algorithm for use.
Computer Graphics Ken-Yi Lee National Taiwan University (the slides are adapted from Bing-Yi Chen and Yung-Yu Chuang)
02/23/05© 2005 University of Wisconsin Last Time Radiosity –Progressive Radiosity –Assorted optimizations.
Computer Graphics: Illumination
Basic Ray Tracing CMSC 435/634.
Shading Revisited Some applications are intended to produce pictures that look photorealistic, or close to it The image should look like a photograph A.
© 2005 University of Wisconsin
(c) 2002 University of Wisconsin
Path Tracing (some material from University of Wisconsin)
CSc4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University Radiosity.
© 2003 University of Wisconsin
CSCE 441 Computer Graphics: Radiosity
(c) 2002 University of Wisconsin
CSc4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University Lecture 25 Radiosity.
OPTICS III, IV: Global Illumination
Presentation transcript:

02/05/03© 2003 University of Wisconsin Last Time Importance Better Form Factors Meshing

02/05/03© 2003 University of Wisconsin Today Different Basis Functions Multi-pass Methods involving the Radiosity Equation

02/05/03© 2003 University of Wisconsin Errata I mistakenly described “gathering to a pixel” To gather to a pixel: –Cast a ray from the eye, through the pixel, to find the surface point seen through the pixel, x –Gather radiosity to that point: –Render the result, B x

02/05/03© 2003 University of Wisconsin Discontinuity Meshing Identify expected discontinuities and mesh around them –Sharp boundaries due to point light sources or object contact –Derivative discontinuities due to area sources and multi-object shadows Related to aspect graphs in computer vision –Places where the set of visible things changes

02/05/03© 2003 University of Wisconsin Two Types of Discontinuities Assume polygonal environment Vertex-Edge events –Discontinuities where the plane defined by a vertex and an edge intersects other objects –Vertex on light source, edge on blocker –Discontinuity is 0 th or 1 st order Edge-Edge-Edge –Higher order discontinuities at places where three edges appear to meet at a point –Produce quadric curves as shadow boundaries, which are hard to mesh –2 nd order, generally ignored

02/05/03© 2003 University of Wisconsin Meshing With Discontinuities Construct VE planes Intersect them with surfaces Mesh the resulting edges –Constrained triangulation is a difficult problem Mesh must be able to store different radiosity values at one point, because radiosity is different on each side of the edge

02/05/03© 2003 University of Wisconsin Using Discontinuity Meshes Very high number of possible discontinuities: O(n 6 ) for n vertices Only find 0 th and 1 st order discontinuities due to bright light sources Try to only find visible discontinuities Research topic?: Integrate into hierarchical scheme –Use discontinuities as splitting planes in hierarchy –Hierarchy would be BSP tree –Not really a big pay-off, research targets have moved on

02/05/03© 2003 University of Wisconsin Better Radiosity Representations Standard approach: Each point takes on the value of the patch on which it lies: Finite Element Approach: The radiosity at each point is given by a linear combination of basis functions evaluated at that point: –Typically, most basis functions are 0 at most points –Standard formulation is like having one basis function for each patch that is constant on the patch and 0 elsewhere

02/05/03© 2003 University of Wisconsin Finite Element Formulation Note the similarity to splines: a set of weights multiply a set of basis functions to give a value Choose a set of basis functions that can capture the desired behavior –Linear, quadratic, … Find the coefficients, B j, that give the best solution –Two common, different definitions of “best”

02/05/03© 2003 University of Wisconsin Galerkin Method Find the set of weights that minimize the variation of the found solution from the true solution In other words: Find the closest expressible solution to the true one The standard radiosity equation, with accurate form factors, is a Galerkin method with constant basis functions of finite support (supported by each patch)

02/05/03© 2003 University of Wisconsin Point-Collocation Method Find the set of weights that zero the error at a fixed set of points The hemicube algorithm implements a point-collocation method for the radiosity equation –At which points does it zero the error? Not as accurate as the Galerkin method: –Only locally accurate, as opposed to globally optimal

02/05/03© 2003 University of Wisconsin Alternate Bases Linear basis functions Wavelets: –Multi-resolution representation –Behaves like hierarchical radiosity, but without redundant information No need for push/pull in hierarchy Recently, working with frequency decompositions of radiosity on surfaces

02/05/03© 2003 University of Wisconsin The Perfectly Diffuse Assumption Standard radiosity assumes perfectly diffuse surfaces: –We can use radiosity instead of radiance –No directional energy concern Doesn’t matter where the energy comes from Doesn’t matter which direction it leaves in Specularities are missing: –No mirrors (ideal specular) Not so common, but very important in some environments –No highlights (directional diffuse) These are very common

02/05/03© 2003 University of Wisconsin Adding Specular Transfer Several approaches: –Discretize position and direction on each surface, and solve for (x,  ) couples –Monte-Carlo variants (next week) –Simple 2-pass approaches –More complete 2-pass approaches

02/05/03© 2003 University of Wisconsin Discretizing Radiance Each patch stores directional radiance arriving from a number of discrete directions,  j =(  j,  j ) –Use a global cube to store values –A global cube is like a hemicube, but radiance values are stored at the “pixels” New transfer equation:

02/05/03© 2003 University of Wisconsin Solving for Directional Radiance Use a progressive refinement algorithm The shooting patch, for each out direction: –Looks up the visible patch –Sums the incoming radiance from all directions, multiplied by the BRDF –Shoots the result to the visible patch Generate image using directional information providing by ray tracing –For each point seen through a pixel, look up nearby global cubes for incoming ray direction, and interpolate results

02/05/03© 2003 University of Wisconsin Problems with Directional Radiance Massive amount of data for reasonable results Aliases and fails to capture, or blurs, tight highlights Long computation times Solution: View dependent approaches

02/05/03© 2003 University of Wisconsin Classifying Light Paths Use regular expression syntax to classify reflections between light and eye All paths are L(D|S)*E Radiosity does LD*E Raytracing does LDS*E

02/05/03© 2003 University of Wisconsin Two Pass Approaches Specularities are often highly localized in terms of both position and viewing angle –Few are likely to be important for any given view Directional radiance computes all directions, regardless of their importance Two pass approaches compute the non-directional component in one pass, and the strongly directional component in a second pass

02/05/03© 2003 University of Wisconsin Simple Two-Pass Approaches Radiosity first pass with ray traced second pass –Radiosity captures diffuse interactions –Ray tracing captures mirror effects and specularities due directly to sources –Which light paths? –Qualitatively, what does it get wrong? Radiosity first pass with Phong second pass –Cheap, incorrect, but can look good for certain scenes (which ones?)

02/05/03© 2003 University of Wisconsin Complete Two-Pass Method Works for ideal specularities First pass computes specular paths between emitters and other patches –Extend form factors Second pass computes specular paths from the eye to patches –Ray trace from eye into scene

02/05/03© 2003 University of Wisconsin Extended Form Factors Define the extended form factor, F ij ext to be the proportion of the total power leaving patch P i that reaches patch P j after any number of specular bounces Replace form factors in regular radiosity equation with extended form factors All specular bounces between emitters and receivers will be taken into account (correctly)

02/05/03© 2003 University of Wisconsin Computing Extended Form Factors Standard methods can be used to render mirror effects with a hemicube and z-buffer –Treat mirrors as windows into reflected world –Multi-pass method (can also do refraction) Ray tracing for form factors can be trivially extended Must take into account specular reflection coefficients

02/05/03© 2003 University of Wisconsin Second Pass Must account for specular reflectors seen by the eye Ray tracing, or multi-pass z-buffer For correct results, should match method used for extended form factor, so that the effects captured are consistent

02/05/03© 2003 University of Wisconsin Directional Diffuse BRDF Reflectance has a smooth variation with angle. Most real surfaces are like this Use a smooth, compact representation for radiance at each patch Take distribution into account when gathering or shooting Still use second pass for ideal specular effects

02/05/03© 2003 University of Wisconsin Directional Diffuse Reflectance Surfaces with directional diffuse reflectance diffusely reflect some light, and roughly specularly reflect some other –Very common surfaces –The Phong shading model is aimed at such surfaces Good representation for BRDF and outgoing radiance is spherical harmonics –Like Fourier decomposition, but over sphere Isotropic surfaces: Angle  doesn’t matter

02/05/03© 2003 University of Wisconsin Solving with Directional Diffuse Easiest with a progressive radiosity algorithm Shooting surfaces identify visible patches, somehow –Hemi-cube or ray casting methods Shoot appropriate amount of radiance to each surface –Recompose outgoing radiance from spherical harmonics Each receiving surface adds a scaled, rotated version of its BRDF to its own outgoing radiance –Scaling and weighting determined by incoming radiance magnitude and direction

02/05/03© 2003 University of Wisconsin Participating Media We assumed that we were operating in a near-vacuum –Radiosity was not attenuated along lines –Radiosity was only calculated at surfaces Participating media (fog, smoke, clouds) are frequently important

02/05/03© 2003 University of Wisconsin Volumetric Effects Emission –Energy generated by the volume (flame, sun) Absorption –Energy lost to the volume Out-scattering –Energy scattered out of a volume In-scattering –Energy scattered into a volume from the neighborhood

02/05/03© 2003 University of Wisconsin Next Time Participating media discussion Details on implementing the next assignment Next week, Monte Carlo methods