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Published byTyrone Henderson Modified over 8 years ago
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Distributed Ray Tracing
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Can you get this with ray tracing?
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Ray Tracing Revisited The reflected intensity (or color) at a surface point is computed by: –Local reflection model (no interaction with other objects): ambient, diffuse, and specular. –Global model: perfect reflection and refraction. What if we spawn many reflected rays?
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Rendering Equation g() is the “visibility” function () is related to BRDF: From Watt’s p.277
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How to Solve It? We must have: – (): model of the light emitted – (): BRDF for each surface –g(): method to evaluate visibility Integral evaluation Monte Carlo Recursive equation Ray Tracing The problem is view independent
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Global Illumination Algorithms Radiosity (topic of the next lecture). Distributed Ray Tracing. RADIANCE Photon Map
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Distributed Ray Tracing Distribute a group of rays at a hit point to sample the “reflection lobe” (similar to a 2D slice of BRDF). May also distribute rays along camera aperture, time, and pixel region to produce effects of depth of fields, motion blur, and anti- aliasing.
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Why Distributed Ray Tracing? Anti-Aliasing Features – Gloss (fuzzy reflections) – Fuzzy translucency – Penumbras (soft shadows) – Depth of field – Motion blur
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Anti-Aliasing Supersampling Jittering – Stochastic Method 610213 314128 150711 5941 eye
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Gloss surface normal I R I R
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Fuzzy Reflection 4 rays, 37 seconds 64 rays, 956 seconds
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Translucent surface normal I T T I
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4 rays 16 rays
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Penumbra (Soft Shadow) surface Hard Shadow Soft Shadow eye
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Soft shadow - cube Without penumbra With penumbra
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A Quick Review of Optics Assuming –Object is at distance S1 –The light from the object converges at distance S2 –Focal length is f –(Note that the focus distance is S1) Source: http://commons.wikimedia.org/wiki/File:Lens3.svg
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How to compute S2 from S1 and f? Facts: –Horizontal rays toward the lens converge at distance f –Object : image = S1 : S2 = (S1-f) : f Thus, S2 = S1 * f / (S1-f)
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Depth of Field
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F-Stop = 5.8F-Stop = 2.8
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Depth of Field Focal Distance = 13 Focal Distance = 11
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Motion Blur Sampling in time Each element in the cell stands for a time slice Jitter time slice to the current time Move object via the current time slice 610213 314128 150711 5941 Current time = Time Slice + Jitter Time e.g. time slice at left-upper = 6 + rand()
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Motion Blur
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Typical Distributed Ray Path
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What Is Light Intensity? The power of light source –E.g., wattage of a light bulb. –Flux (Φ) measured in watts (W) or joules/second Does it change with distance? –Another radiometric quantity needed here. –Next slide: Irradiance (E)
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Radiance and Irradiance Irradiance E –Area density of flux. –Measured in W/m 2 –E = Φ / 4πr 2 Radiance L –Light energy density –Measured in W/(sr-m 2 ) –Remains constant along rays From Watt’s p.278
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Further Reading See Pharr’s 5.2 (1 st Ed.) or 5.4.1 (2 nd Ed.) for more detail. Also discussed in “Computer Graphics: Principles and Practice” Section 26.7 (2 nd Ed. By Hughes & van Dam et al.)
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Sanity Check Q1: What do you mean when you say light A is “brighter” than light B? –Or the same light at rooms of different size? –Radiance or irradiance Q2: Does object A look brighter at a closer distance? –Radiance or irradiance? In short, irradiance is about the amount of the energy, but not necessarily what we perceived.
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