CS 480/680 Computer Graphics Compositing and Blending Dr. Frederick C Harris, Jr.

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Presentation transcript:

CS 480/680 Computer Graphics Compositing and Blending Dr. Frederick C Harris, Jr.

2 Objectives Develop a basic recursive ray tracer Computer intersections for quadrics and polygons

3 Ray Tracing Follow rays of light from a point source Can account for reflection and transmission

4 Computation Should be able to handle all physical interactions Ray tracing paradigm is not computational Most rays do not affect what we see Scattering produces many (infinite) additional rays Alternative: ray casting

5 Ray Casting Only rays that reach the eye matter Reverse direction and cast rays Need at least one ray per pixel

6 Ray Casting Quadrics Ray casting has become the standard way to visualize quadrics which are implicit surfaces in CSG systems Constructive Solid Geometry –Primitives are solids –Build objects with set operations –Union, intersection, set difference

7 Ray Casting a Sphere Ray is parametric Sphere is quadric Resulting equation is a scalar quadratic equation which gives entry and exit points of ray (or no solution if ray misses)

8 Shadow Rays Even if a point is visible, it will not be lit unless we can see a light source from that point Cast shadow or feeler rays

9 Reflection Must follow shadow rays off reflecting or transmitting surfaces Process is recursive

10 Reflection and Transmission

11 Ray Trees

12 Ray Tree

13 Diffuse Surfaces Theoretically the scattering at each point of intersection generates an infinite number of new rays that should be traced In practice, we only trace the transmitted and reflected rays but use the modified Phong model to compute shade at point of intersection Radiosity works best for perfectly diffuse (Lambertian) surfaces

14 Building a Ray Tracer Best expressed recursively Can remove recursion later Image based approach –For each ray ……. Find intersection with closest surface –Need whole object database available –Complexity of calculation limits object types Compute lighting at surface Trace reflected and transmitted rays

15 When to stop Some light will be absorbed at each intersection –Track amount left Ignore rays that go off to infinity –Put large sphere around problem Count steps

16 Recursive Ray Tracer color c = trace(point p, vector d, int step) { color local, reflected, transmitted; point q; normal n; if(step > max) return(background_color);

17 Recursive Ray Tracer q = intersect(p, d, status); if(status==light_source) return(light_source_color); if(status==no_intersection) return(background_color); n = normal(q); r = reflect(q, n); t = transmit(q,n);

18 Recursive Ray Tracer local = phong(q, n, r); reflected = trace(q, r, step+1); transmitted = trace(q,t, step+1); return(local+reflected+ transmitted);

19 Computing Intersections Implicit Objects –Quadrics Planes Polyhedra Parametric Surfaces

20 Implicit Surfaces Ray from p 0 in direction d p(t) = p 0 +t d General implicit surface f(p) = 0 Solve scalar equation f(p(t)) = 0 General case requires numerical methods

21 Quadrics General quadric can be written as p T Ap + b T p +c = 0 Substitute equation of ray p(t) = p 0 +t d to get quadratic equation

22 Sphere (p – p c ) (p – p c ) – r 2 = 0 p(t) = p 0 +t d p 0 p 0 t p 0 (d – p 0 ) t + (d – p 0 ) (d – p 0 ) – r 2 = 0

23 Planes p n + c = 0 p(t) = p 0 +t d t = -(p 0 n + c)/ d n

24 Polyhedra Generally we want to intersect with closed convex objects such as polygons and polyhedra rather than planes Hence we have to worry about inside/outside testing For convex objects such as polyhedra there are some fast tests

25 Ray Tracing Polyhedra If ray enters an object, it must enter a front facing polygon and leave a back facing polygon Polyhedron is formed by intersection of planes Ray enters at furthest intersection with front facing planes Ray leaves at closest intersection with back facing planes If entry is further away than exit, ray must miss the polyhedron