Gene Au-yeung, Daniel Quach, Jeffrey Su, Albert Wang, Jessica Wang, David Woo.

Slides:



Advertisements
Similar presentations
Technische Universität München Computer Graphics SS 2014 Graphics Effects Rüdiger Westermann Lehrstuhl für Computer Graphik und Visualisierung.
Advertisements

Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Lecture 14 Illumination II – Global Models
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
Eyes for Relighting Extracting environment maps for use in integrating and relighting scenes (Noshino and Nayar)
CLASS 9 ADVANCE RENDERING RAY TRACING RADIOSITY LIGHT FIELD CS770/870.
Ray Tracing & Radiosity Dr. Amy H. Zhang. Outline  Ray tracing  Radiosity.
May Visible Surface Detection Shmuel Wimer Bar Ilan Univ., Eng. Faculty Technion, EE Faculty.
Introduction to 3D Graphics Lecture 5: From Realism to Real-Time Anthony Steed University College London.
David Luebke1/19/99 CS 551/651: Advanced Computer Graphics David Luebke
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
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.
Illumination Model & Surface-rendering Method 박 경 와.
Ray Tracing Tutorial. Ray Casting One type of visibility algorithm.
Christian Lauterbach COMP 770, 2/11/2009
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
CS 325 Introduction to Computer Graphics 04 / 09 / 2010 Instructor: Michael Eckmann.
CS6500 Adv. Computer Graphics © Chun-Fa Chang, Spring 2003 Object-Order vs. Screen-Order Rendering April 24, 2003.
CS 376 Introduction to Computer Graphics 04 / 09 / 2007 Instructor: Michael Eckmann.
RAY TRACING.
CSCE 641: Computer Graphics Ray Tracing Jinxiang Chai.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Parallelizing Raytracing Gillian Smith CMPE 220 February 19 th, 2008.
Lecture 8 Advanced Rendering – Ray Tracing, Radiosity & NPR.
CSCE 641: Computer Graphics Ray Tracing Jinxiang Chai.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Presentation by Dr. David Cline Oklahoma State University
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.
Reflections Specular reflection is the perfect reflection of light from a surface. The law a reflection states that the direction of the incoming ray and.
-Global Illumination Techniques
Project Raytracing. Content Goals Idea of Raytracing Ray Casting – Therory – Practice Raytracing – Theory – Light model – Practice Output images Conclusion.
CS 376 Introduction to Computer Graphics 04 / 16 / 2007 Instructor: Michael Eckmann.
Ray Tracing Chapter CAP4730: Computational Structures in Computer Graphics.
Raytracing and Global Illumination Intro. to Computer Graphics, CS180, Fall 2008 UC Santa Barbara.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
Ray Tracing Jian Huang, CS 594, Fall, 2002 This set of slides are used at Ohio State by Prof. Roger Crawfis.
1 Dr. Scott Schaefer Ray Tracing. 2/42 Ray Tracing Provides rendering method with  Refraction/Transparent surfaces  Reflective surfaces  Shadows.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Week 10 - Wednesday.  What did we talk about last time?  Shadow volumes and shadow mapping  Ambient occlusion.
Intro. to Advanced Lighting, Basic Ray Tracing Glenn G. Chappell U. of Alaska Fairbanks CS 481/681 Lecture Notes Monday, April.
Recursion and Data Structures in Computer Graphics Ray Tracing 1.
Ray Tracing TP OpenGL PHAM Trong Tôn WANG Yuanhang.
1 by: Ilya Melamed Supervised by: Eyal Sarfati High Speed Digital Systems Lab.
Basic Ray Tracing CMSC 435/634.
CS380: Computer Graphics Distributed Ray Tracing TA Course URL:
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
11/24/ :45 Graphics II Shadow Maps Reflections Session 5.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Path Tracing Algorithms K. H. Ko School of Mechatronics Gwangju.
Nic Shulver, 3D with Ray Tracing What is Ray Tracing? l“In computer graphics, an advanced technique for adding realism to an image.
1. Ray Casting Surface intersection Visible surface detection Ray Tracing Bounce the ray Collecting intensity Technique for global reflection and transmission.
More on Ray Tracing Glenn G. Chappell U. of Alaska Fairbanks CS 481/681 Lecture Notes Wednesday, April 14, 2004.
RENDERING : Global Illumination
CSE 681 Introduction to Ray Tracing. CSE 681 Ray Tracing Shoot a ray through each pixel; Find first object intersected by ray. Image plane Eye Compute.
OpenGL and You I Cast, Therefore I Am. Ray Casting Idea is simple, implementation takes some work –Cast rays as if you were the camera –Determine intersection.
CS 325 Introduction to Computer Graphics 04 / 07 / 2010 Instructor: Michael Eckmann.
Review Ray Tracing III Review. Pseudo codes RayCast-1  Plain ray caster (direct illumination) RayCast-2  RayCast-1 + shadow rays RayTrace-1  Recursive.
Ray Tracing Dr. Scott Schaefer.
3D Graphics Rendering PPT By Ricardo Veguilla.
RAY TRACING.
Mike Merchant Nicholas Hilbert
© University of Wisconsin, CS559 Fall 2004
(c) 2002 University of Wisconsin
Lighting.
Image.
CSCE 441: Computer Graphics Ray Tracing
Frame Buffer Applications
Frame Buffers Fall 2018 CS480/680.
Introduction to Ray Tracing
Presentation transcript:

Gene Au-yeung, Daniel Quach, Jeffrey Su, Albert Wang, Jessica Wang, David Woo

 Rendering technique: 3D scene to 2D image  Simulates physics of light propagation (rays).  Primary ray: from perspective of viewer (shot for every pixel on the screen)  Algorithm determines which object is hit first on ray’s path

 At that hitpoint, a shader program is invoked.  To simulate a mirror reflection, the shader program can cast another ray

 Shadow rays depend if the pixel is lit or in shadow  A pixel is lit if a ray can be shot to the light source without obstruction  If blocked, the pixel is in shadow

 for each row  for each column ▪ Construct ray from camera through pixel (row, column) ▪ Find first shape hit by ray ▪ If (shape)  Calculate color at intersection point ▪ Else  Calculate background color ▪ Draw color

 Color Calculation  for each light source ▪ if light is visible from this point ▪ Add light source’s contribution  Add contribution due to reflected ray  Add contribution due to refracted ray

 Currently supports: spheres, reflections, shadows, diffuse lighting  Implement:  Refraction (Gene)  Planes (David)  Triangles (Albert)  Textures (Jessica)  Anti-Aliasing (Gene, Daniel)  Parallelization:  Initial investigation: Jeffrey  Whoever finishes their feature help Jeffrey

 The bulk of ray tracer’s work lies in the recursive steps of reflecting each ray  However, we cannot parallelize each reflection since the second reflection cannot be completed until the first is done Must wait for this ray to trace Before starting the 2 nd or 3rd

 Instead, we can parallelize the primary rays traced from the camera to the viewport  Divide viewport into 8 columns, have one thread calculating primary rays in each column  No data dependency, since each pixel’s color can be found independently of other pixels

 With addition of anti-aliasing, a potential data dependency can occur as each primary ray requires information about the results of surrounding rays  Our potential solution is to re-check for edges at the boundaries between the 8 columns, then only apply anti-aliasing to pixels which are an edge

 Currently: framework and repository ready  Week 7:  Implement raytracing features  Investigate parallelism using baseline code  Week 8:  Parallelize finished raytracer  Week 9:  Conduct performance tests between sequential and parallelized versions

 s/ray-tracing-and-gaming-one-year-later/ s/ray-tracing-and-gaming-one-year-later/  r-in-C++-Part-III-Textures.html r-in-C++-Part-III-Textures.html