Download presentation
Presentation is loading. Please wait.
Published bySpencer Morgan Modified over 9 years ago
1
CS559: Computer Graphics Lecture 36: Raytracing Li Zhang Spring 2008 Many Slides are from Hua Zhong at CUM, Paul Debevec at USC
2
Today ray tracing, image based rendering Reading – Shirley Ch 10 on ray tracing, except for ch 10.10 – Shirley Ch 25 on image based rendering – (Optional) Levoy and Hanrahan, Light Field Rendering, SIGGRAPH 1996, http://portal.acm.org/citation.cfm?id=237199
3
Jittered Sampling AKA stratified sampling, Divide pixel into a grid of subpixels Sample each subpixel at a random location Combines the advantages of both uniform and random sampling filters high frequencies frequencies greater than subpixel sampling rate turned into noise Commonly used
4
Soft shadow penumbra
5
Soft Shadow
6
Comparison
7
Glossy Surface http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm
8
Vertical vs Horizonal roughness http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm
9
Ray tracing a glossy surface http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm
10
Ray tracing a glossy surface
11
Depth of Field
12
aperture sensor Focal plane
13
Depth of Field aperture sensor Focal plane
14
Depth of Field in OpenGL
15
Render an image at each jittered location Then average the images
16
Motion Blur Ray trace a moving scene at different time instance and average the images
17
Motion Blur in OpenGL Render a moving scene at different time instance Average the images (using Accumulation buffer)
18
Ray tracing examples
21
Image Based Rendering Motivation Realistic Rendering requires realistic 3D models realistic material models takes time
22
Rendering a desktop
24
Rendering in real-time, with global illumination effect (e.g. inter-reflection)
25
Image Based Rendering Fast Realistic Rendering without 3D models
26
Start from Ray Tracing Rendering is about computing color along each ray
27
Sampling Rays
28
Sampling Rays by Taking Pictures
29
Rendering as Ray Resampling
30
Ray space How to parameterize the ray space How to sample and resample rays
31
Two Plane Parameterization
32
Stanford Camera Array
33
Light Field Rendering Very Fast
34
Light Field Rendering 4D interpolation
35
Light Field Rendering Don’t need to model anything: surface model, volumetric model, lighting model, surface property model… NOTHING but sampling and resampling rays.
36
Application in Movies
37
Capture scene with a camera array
38
Bullet time in Games Max PayneMax Payne (2001)
39
Discussion Limitation Sampling density must be high Fixed Illumination, static scene
40
Methods using Fewer Cameras High-quality video view interpolation using a layered representation. C. L. Zitnick, S.B. Kang, M. Uyttendaele, S. Winder, and R. Szeliski, SIGGRAPH 2004 High-quality video view interpolation using a layered representation. http://research.microsoft.com/~larryz/videoviewinter polation.htm
41
Image Based Lighting http://www.debevec.org/IBL2001/
42
CG Objects Illuminated by a Traditional CG Light Source
43
Real-World HDR Lighting Environments Lighting Environments from the Light Probe Image Gallery: http://www.debevec.org/Probes/ Funston Beach Uffizi Gallery Eucalyptus Grove Grace Cathedral
44
Paul Debevec. A Tutorial on Image-Based Lighting. IEEE Computer Graphics and Applications, Jan/Feb 2002.
45
Illuminating a Small Scene
47
Rendering with Natural Light SIGGRAPH 98 Electronic Theater
48
I MAGE -B ASED L IGHTING IN F IAT L UX Paul Debevec, Tim Hawkins, Westley Sarokin, H. P. Duiker, Christine Cheng, Tal Garfinkel, Jenny Huang SIGGRAPH 99 Electronic Theater
49
Capturing a Spatially-Varying Lighting Environment
50
So far Put synthetic objects in real natual lighting How to put real actors in synthetic environment?
51
Rendering Light Probes as Light Sources 1999
53
A Lighting Reproduction Approach
54
Composited Results
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.