01/19/05© 2005 University of Wisconsin CS 779: Rendering Prof Stephen Chenney Spring 2005

Slides:



Advertisements
Similar presentations
CP411 Computer Graphics, Wilfrid Laurier University Introduction # 1 Welcome to CP411 Computer Graphics 2012 Instructor: Dr. Hongbing Fan Introduction.
Advertisements

Advanced Computer Graphics
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.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Ray Tracing & Radiosity Dr. Amy H. Zhang. Outline  Ray tracing  Radiosity.
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.
University of Texas at Austin CS395T - Advanced Image Synthesis Spring 2006 Don Fussell Previous lecture Reflectance I BRDF, BTDF, BSDF Ideal specular.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lectures 18, 19: Monte Carlo Integration Ravi Ramamoorthi Acknowledgements.
Photon Tracing with Arbitrary Materials Patrick Yau.
Admission to CS 184 Enrollment priorities are 1. CS/EECS majors, 2. CS/EECS minors (this category includes applied math majors) 3. anyone else with a declared.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 10: Global Illumination Ravi Ramamoorthi Some images courtesy.
ECS 298 Photorealistic Image Synthesis course overview Brian Budge Center for Image Processing and Integrated Computing Computer Science Department University.
Cornell CS465 Fall 2004 Lecture 3© 2004 Steve Marschner 1 Ray Tracing CS 465 Lecture 3.
Cornell CS465 Fall 2004 Lecture 3© 2004 Steve Marschner 1 Ray Tracing CS 465 Lecture 3.
CSE 872 Dr. Charles B. Owen Advanced Computer Graphics1 Radiosity What we can do with scan line conversion and ray tracing What we can’t do Radiosity.
Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99.
Course Overview, Introduction to CG Glenn G. Chappell U. of Alaska Fairbanks CS 381 Lecture Notes Friday, September 5, 2003.
CS451 Computer Graphics JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY.
COMP 175: Computer Graphics March 24, 2015
02/11/05© 2005 University of Wisconsin Last Time Direct Lighting Light Transport Equation (LTE) Intro.
01/24/05© 2005 University of Wisconsin Last Time Raytracing and PBRT Structure Radiometric quantities.
CS 376b Introduction to Computer Vision 04 / 29 / 2008 Instructor: Michael Eckmann.
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.
Image-Based Rendering from a Single Image Kim Sang Hoon Samuel Boivin – Andre Gagalowicz INRIA.
12/05/02(c) 2002 University of Wisconsin Last Time Subdivision techniques for modeling Very brief intro to global illumination.
Optical Models Jian Huang, CS 594, Spring 2002 This set of slides are modified from slides used by Prof. Torsten Moeller, at Simon Fraser University, BC,
02/25/05© 2005 University of Wisconsin Last Time Meshing Volume Scattering Radiometry (Adsorption and Emission)
Advanced Computer Graphics March 06, Grading Programming assignments Paper study and reports (flipped classroom) Final project No written exams.
03/10/03© 2003 University of Wisconsin Last Time Tone Reproduction and Perceptual Issues Assignment 2 all done (almost)
-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.
Ray Tracing Chapter CAP4730: Computational Structures in Computer Graphics.
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
01/21/05© 2005 University of Wisconsin Last Time Course introduction A simple physically-based rendering example.
02/10/03© 2003 University of Wisconsin Last Time Participating Media Assignment 2 –A solution program now exists, so you can preview what your solution.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Computer Graphics Global Illumination: Photon Mapping, Participating Media Lecture 12 Taku Komura.
Graphics Lecture 13: Slide 1 Interactive Computer Graphics Lecture 13: Radiosity - Principles.
111/17/ :21 Graphics II Global Rendering and Radiosity Session 9.
Radisoity Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts Director, Arts Technology Center University of New.
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.
Monte-Carlo Ray Tracing and
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.
02/2/05© 2005 University of Wisconsin Last Time Reflectance part 1 –Radiometry –Lambertian –Specular.
In the name of God Computer Graphics. Last Time Some techniques for modeling Today Global illumination and raytracing.
Computer Graphics III Winter Term 2015 Organization Jaroslav Křivánek, MFF UK
Slide 1Lastra, 2/14/2016 Monte-Carlo Methods. Slide 2Lastra, 2/14/2016 Topics Kajiya’s paper –Showed that existing rendering methods are approximations.
CS 445 / 645 Introduction to Computer Graphics Lecture 16 Radiosity Radiosity.
01/26/05© 2005 University of Wisconsin Last Time Raytracing and PBRT Structure Radiometric quantities.
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.
Distributed Ray Tracing. Can you get this with ray tracing?
CS 325 Introduction to Computer Graphics 04 / 07 / 2010 Instructor: Michael Eckmann.
Distributed Ray Tracing. Can you get this with ray tracing?
CS552: Computer Graphics Lecture 33: Illumination and Shading.
© University of Wisconsin, CS559 Spring 2004
Shading Revisited Some applications are intended to produce pictures that look photorealistic, or close to it The image should look like a photograph A.
CS598CXZ (CS510) Advanced Topics in Information Retrieval (Fall 2016)
© 2002 University of Wisconsin
Path Tracing (some material from University of Wisconsin)
Lesson 14 Key Concepts and Notes
(c) 2002 University of Wisconsin
Presentation transcript:

01/19/05© 2005 University of Wisconsin CS 779: Rendering Prof Stephen Chenney Spring

01/19/05© 2005 University of Wisconsin Today Course overview and information Introduction to Physically-Based Rendering

01/19/05© 2005 University of Wisconsin What’s It About A bunch of topics related to rendering: creating images with a computer Broadly: –Physically-based rendering Ray tracing, the physics, reflectance models, algorithms galore –Stylized Rendering Lots of ways to do non-photorealistic rendering –Image-based rendering Reprojecting images in various ways –Point-based rendering No geometry – just points –Large-database rendering (if time) Visibility Proxies

01/19/05© 2005 University of Wisconsin Who’s it for I am assuming a working knowledge of graphics at the CS 559 level You will find this class easier if: –You are comfortable with the tools of graphics –You know multi-variate calculus (the basics) –You know probability and statistics (not much) –You can program in C++ –You can give talks – or you’ll learn how You will find this class harder if: –Your knowledge of things like transformations and vectors is sketchy –You aren’t great at calc –You’re not really interested in making pictures

01/19/05© 2005 University of Wisconsin How it will be run This is a graduate class, and will be run like one –Classes will be cancelled –You will be expected to do a lot of things on your own –If you took 559 from me, this will look like chaos The lecture material will be front-loaded –3 lectures a week for several weeks –Then 2 lectures a week –Then no lectures a week The project work will be back-loaded

01/19/05© 2005 University of Wisconsin The grades will be based on… Programming and reading assignments In–class presentations A project

01/19/05© 2005 University of Wisconsin Books There is no book that covers all the material –Not even Glassner’s “Principles of Digital Image Synthesis”, all 2 volumes of it Pharr and Humphreys “Physically-Based Rendering” is a required book –It is the textbook for the first half of the course –It is a reference book for the software for assignments The web site lists will list good references –You are not required to buy them – but in the end you will probably decide some are useful enough to own –I will attempt to make sure the library has them on reserve

01/19/05© 2005 University of Wisconsin Papers Original papers will be required reading Several sources: –ACM Digital Library, available through the university library –Eurographics digital library – I have access, and can obtain papers –Citeseer

01/19/05© 2005 University of Wisconsin Software PBRT for anything related to physically-based rendering –The software from the textbook –Contains vast amounts of helpful code and libraries –Well documented via the book and the code –Read Chapter 1 of the book to understand how the book and the code fit together –We will make it available from the class account OpenGL for real time rendering Anything else you want (really)

01/19/05© 2005 University of Wisconsin TA Shaohua Fan is your source for help with the software –An expert on Monte-Carlo rendering algorithms –He has used PBRT extensively for all

01/19/05© 2005 University of Wisconsin Physically-Based Rendering Aim: generate images that accurately reflect reality –Applications? Physics: describing light and how it behaves Math: Integral equations Algorithms: How to solve integral equations Models: How to describe the world Display: How to present the results

01/19/05© 2005 University of Wisconsin A Gentle Introduction Consider a pinhole camera imaging an infinite plane, with a single “point” light source Difficult concept #1: The arrows could go either way –We can consider how much of the light’s power hits a pixel, or how much of the pixel’s “importance” hits the light

01/19/05© 2005 University of Wisconsin A Single Pixel Assume we want the pixel to contain the total amount of light arriving at it Pixel Piece of surface that projects to pixel, A The integral over all points x  A that are seen by the pixel, summing the power leaving that point toward the eye x e

01/19/05© 2005 University of Wisconsin Diffuse Reflectance Assume the plane is perfectly diffuse –Some proportion of all the light arriving is evenly reflected in all directions Assume total amount of light arriving at a point x is Ir(x) Power out in any single direction is then  Ir(x)/2  –All possible directions “sum” to 2 , so each direction gets 1/2  of total incoming light, of which  is reflected

01/19/05© 2005 University of Wisconsin Lights The light is a “point” source, so light arrives at any point x from a single direction –Note that we need Ir(x)dA, the amount arriving per unit surface area The light emits in all directions, so amount in any one direction is E/4  How many “directions” does the area dA catch? What does it depend on?

01/19/05© 2005 University of Wisconsin Lights The amount of light caught by a surface depends on its area, distance from the light and angle to the light –The single quantity that accounts for distance and area is “solid angle”, of which more later xx

01/19/05© 2005 University of Wisconsin An Equation to Solve To decide how bright the pixel is, just evaluate: How do we solve integrals like this? Analytically: look up the solution in a book of integrals –Most rendering integrals cannot be solved analytically –No “closed form” solution Monte-Carlo estimation –Obtain samples of the integral’s value and use statistics

01/19/05© 2005 University of Wisconsin Monte Carlo Estimation 1 sample: evaluate the point seen through the center of the pixel, multiply by pixel area Multiple samples: Average over all results

01/19/05© 2005 University of Wisconsin From the past… How does this relate to the standard OpenGL model for diffuse reflectance?

01/19/05© 2005 University of Wisconsin Next time Raytracing