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Digital Image Synthesis Yung-Yu Chuang 10/04/2007
Shapes Digital Image Synthesis Yung-Yu Chuang 10/04/2007 with slides by Pat Hanrahan
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Announcements One break or two breaks.
Please do read the textbook and trace code. LootAt issue. No class on 10/18 because of attending CGW 2007. Assignment #1 will be handed out today. Due three weeks later.
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Shapes One advantages of ray tracing is it can support various kinds of shapes as long as we can find ray-shape intersection. Careful abstraction of geometric shapes is a key component for a ray tracer. Ideal candidate for object-oriented design. Scan conversion may not have such a neat interface. All shape classes implement the same interface and the other parts of the ray tracer just use this interface without knowing the details about this shape.
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Shapes Primitive=Shape+Material
Shape: raw geometry properties of the primitive, implements interface such as surface area and bounding box. Source code in core/shape.* and shapes/*
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Shapes pbrt provides the following shape plug-ins:
quadrics: sphere, cone, cylinder, disk, hyperboloid (雙曲面), paraboloid(拋物面) (surface described by quadratic polynomials in x, y, z) triangle mesh height field NURBS Loop subdivision surface Some possible extensions: other subdivision schemes, fractals, CSG, point-sampled geometry
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Shapes All shapes are defined in object coordinate space
class Shape : public ReferenceCounted { public: <Shape Interface> all are virtual functions const Transform ObjectToWorld, WorldToObject; const bool reverseOrientation, transformSwapsHandedness; }
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Shape interface: bounding
BBox ObjectBound() const=0;pure virtual function BBox WorldBound() { left to individual shape default implementation; can be overridden return ObjectToWorld(ObjectBound()); }
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Shape interface: intersecting
bool CanIntersect() returns whether this shape can do intersection test; if not, the shape must provide void Refine(vector<Reference<Shape>>&refined) examples include complex surfaces (which need to be tessellated first) or placeholders (which store geometry information in the disk) bool Intersect(const Ray &ray, float *tHit, DifferentialGeometry *dg) bool IntersectP(const Ray &ray) not pure virtual functions so that non-intersectable shapes don’t need to implement them; instead, a default implementation which prints error is provided. in world space
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Differential geometry
DifferentialGeometry: a self-contained representation for a particular point on a surface so that all the other operations in pbrt can be executed without referring to the original shape. It contains Position Parameterization (u,v) Parametric derivatives (dp/du, dp/dv) Surface normal (derived from (dp/du)x(dp/dv)) Derivatives of normals Pointer to shape
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Shape interface float Area() useful when using as a area light void GetShadingGeometry( const Transform &obj2world, const DifferentialGeometry &dg, DifferentialGeometry *dgShading) No back culling for that it doesn’t save much for ray tracing and it is not physically correct for object instancing
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Surfaces Implicit: F(x,y,z)=0 you can check
Explicit: (x(u,v),y(u,v),z(u,v)) you can enumerate also called parametric Quadrics
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Sphere A sphere of radius r at the origin Implicit: x2+y2+z2-r2=0
Parametric: f(θ,ψ) x=rsinθcosψ y=rsinθsinψ z=rcosθ mapping f(u,v) over [0,1]2 ψ=uψmax θ=θmin+v(θmax-θmin) useful for texture mapping θ
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Sphere
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Sphere (construction)
class Sphere: public Shape { …… private: float radius; float phiMax; float zmin, zmax; float thetaMin, thetaMax; } Sphere(const Transform &o2w, bool ro, float rad, float zmin, float zmax, float phiMax); Bounding box for sphere, only z clipping thetas are derived from z
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Intersection (algebraic solution)
Perform in object space, WorldToObject(r, &ray) Assume that ray is normalized for a while Step 1
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Algebraic solution If (B2-4AC<0) then the ray misses the sphere
Step 2 If (B2-4AC<0) then the ray misses the sphere Step 3 Calculate t0 and test if t0<0 (actually mint, maxt) Step 4 Calculate t1 and test if t1<0 check the real source code in sphere.cpp
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Quadric (in pbrt.h) inline bool Quadratic(float A, float B, float C,
float *t0, float *t1) { // Find quadratic discriminant float discrim = B * B - 4.f * A * C; if (discrim < 0.) return false; float rootDiscrim = sqrtf(discrim); // Compute quadratic _t_ values float q; if (B < 0) q = -.5f * (B - rootDiscrim); else q = -.5f * (B + rootDiscrim); *t0 = q / A; *t1 = C / q; if (*t0 > *t1) swap(*t0, *t1); return true; }
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Why? Cancellation error: devastating loss of precision when small numbers are computed from large numbers by addition or subtraction. double x1 = ; double x2 = ; double y1 = ; double y2 = ; double z = (y1 - y2) / (x1 - x2); // 11.5 Catastrophic cancellation. Devastating loss of precision when small numbers are computed from large numbers by addition or subtraction. For example if x and y agree in all but the last few digits, then if we compute z = x - y, then z may only have a few digits of accuracy. If we subsequently use z in a calculation, then the result may only have a few digits of accuracy. As a first example, consider the following contrived code fragment double x1 = ; double x2 = ; double y1 = ; double y2 = ; double z = (y1 - y2) / (x1 - x2); System.out.println(z); It is easy to compute the exact answer by hand as (4/10,000,000,000,000) / (4/100,000,000,000,000) = 10. However, Java prints out result Even though all calculations are done using 15 digits of precision, the result suddenly has only 1 digit of accuracy.
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Range checking if (t0 > ray.maxt || t1 < ray.mint) return false;
float thit = t0; if (t0 < ray.mint) { thit = t1; if (thit > ray.maxt) return false; } ... phit = ray(thit); phi = atan2f(phit.y, phit.x); if (phi < 0.) phi += 2.f*M_PI; // Test sphere intersection against clipping parameters if (phit.z < zmin || phit.z > zmax || phi > phiMax) { ... // see if we should check another hit point
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Geometric solution 1. Origin inside?
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Geometric solution 2. find the closest point, t=-O‧D
if t<0 and O outside return false D is normalized t t
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Geometric solution 3. find the distance to the origin, d2=O2-t2
if s2=r2-d2<0 return false; t s d r r O
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Geometric solution 4. calculate intersection distance,
if (origin outside) then t-s else t+s t t s O s r d r d O
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Sphere Have to test sphere intersection against clipping parameters
Fill in information for DifferentialGeometry Position Parameterization (u,v) Parametric derivatives Surface normal Derivatives of normals Pointer to shape
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Partial sphere u=ψ/ψmax v=(θ-θmin)/ (θmax-θmin)
Partial derivatives (pp103 of textbook) Area (pp107)
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Cylinder
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Cylinder
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Cylinder (intersection)
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Disk
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Disk
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Disk (intersection) h h-Oz t Dz D
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Other quadrics paraboloid hyperboloid cone
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Triangle mesh The most commonly used shape. In pbrt, it can be supplied by users or tessellated from other shapes. Some ray tracers only support triangle meshes.
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Triangle mesh class TriangleMesh : public Shape { … int ntris, nverts; int *vertexIndex; Point *p; Normal *n; per vertex Vector *s; tangent float *uvs; parameters } vi[3*i] vi[3*i+1] vi[3*i+2] p x,y,z … Note that p is stored in world space to save transformations. n and s are in object space.
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Triangle mesh Pbrt calls Refine() when it encounters a shape that is not intersectable. (usually, refine is done in acceleration structure creation) Void TriangleMesh::Refine(vector<Reference<Shape>> &refined) { for (int i = 0; i < ntris; ++i) refined.push_back(new Triangle(ObjectToWorld, reverseOrientation, (TriangleMesh *)this, i)); } Triangle only stores a pointer to mesh and an index.
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Ray triangle intersection
Intersect ray with plane Check if point is inside triangle In order to implement this algorithm we had to address these six issues.
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Ray plane intersection
Algebraic Method Substituting for P, we get: Solution: In order to implement this algorithm we had to address these six issues.
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Ray triangle intersection I
Algebraic Method For each side of triangle: In order to implement this algorithm we had to address these six issues. end
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Ray triangle intersection II
Parametric Method In order to implement this algorithm we had to address these six issues.
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Ray triangle intersection III
In order to implement this algorithm we had to address these six issues.
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Fast minimum storage intersection
a point on the ray a point inside the triangle
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Fast minimum storage intersection
D O V2 D V2 1 V1 V1 V0 1 V0
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Fast minimum storage intersection
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Fast minimum storage intersection
Cramer’s rule
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Fast minimum storage intersection
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Triangle P2 (u2, v2) P (u,v) P0 (u0, v0) P1 (u1, v1)
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Shading geometry if (!mesh->n && !mesh->s) { *dgShading = dg;
return; } // compute Barycentric coordinate
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Shading geometry Normal ns; Vector ss, ts; if (mesh->n)
ns = Normalize(obj2world( b[0] * mesh->n[v[0]] + b[1] * mesh->n[v[1]] + b[2] * mesh->n[v[2]])); else ns = dg.nn; if (mesh->s) ss = Normalize(obj2world( b[0] * mesh->s[v[0]] + b[1] * mesh->s[v[1]] + b[2] * mesh->s[v[2]])); else ss = Normalize(dg.dpdu);
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