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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 College, and University College London
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2 Point illumination
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3 Ray Tracing
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4 Diffuse Reflection & Color Bleeding
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5 Radiosity ● All surfaces are assumed perfectly diffuse ■ What does that mean about property of lighting in scene? ○ Light is reflected equally in all directions ○ Same lighting independent of viewing angle / location ● Diffuse-diffuse surface lighting effects possible
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6 Radiosity ● Basic Idea ■ We can accurately model diffuse reflections from a surface by considering the radiant energy transfers between surfaces, subject to conservation of energy laws. ■ This method for describing diffuse reflections is generally referred to as the ra diosity model.
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7 Which one is Better RaytracedRadiosity Herik Wann Jensen
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8 Radiosity: Cornell Experiment MeasuredSimulated Program of Computer Graphics Cornell University
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9 Radiosity: Cornell Experiment MeasuredSimulated Difference
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10 Early Radiosity Shenchang Eric Chang et al., Cornell 1988
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11 Types of Surface Reflectance Specular-specular (ray tracing) Diffuse-diffuse (radiosity) Specular-diffuse (Monte Carlo) Diffuse-specular (Monte Carlo)
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12 Rendering ● Radiosity is a view-independent solution. ● Could flat shade each patch with colour depending on radiosity at the center (bad solution!) ● Instead obtain radiosities at the vertices of the polygons ■ use Gouraud smooth shading (interpolation) ■ Available very cheaply on graphics hardware.
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13 Ray Tracing vs. Radiosity ● Both achieve global illumination ● Ray tracing ■ Follow rays of energy as they bounce through a scene ○ Which rays? Pick some. Randomness helps. Monte Carlo. Still a research topic. ○ How many rays? Depends on the scene. Still a topic of research debate. ● Radiosity ■ Compute energy transfer between finite-sized patches of surfaces in the scene ○ Which patches? Must subdivide the scene somehow ○ How does energy transfer Approximating models between patches? Still an area of research
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14 Ray Tracing vs. Radiosity ● Radiosity captures the sum of light transfer well ■ But it models all surfaces as diffuse reflectors ■ Can’t model specular reflections or refraction ○ Images are viewpoint independent ● Ray tracing captures the complex behavior of light rays as they reflect and refract ■ Works best with specular surfaces. ○ Diffuse surface converts light ray into many. Ray tracing follows one ray and does not capture the full effect of the diffusion. ○ Must use ambient term to replace absent diffusion
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15 Radiosity Measure ● It is the name of a measure of light energy... ●...and an algorithm: ■ Radiant energy (flux) = energy flow per unit time across a surface (watts) ■ Radiosity = flux per unit area (a derivative of flux with respect to area) radiated from a surface. ■ These are wavelength-dependent quantities.
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16 Radiosity Equation ● A model for the light reflections from the various surfaces is formed by setting up an "enclosure" of surfaces. ● Each surface in the enclosure is either ■ a reflector, ■ an emitter (light source), ■ or a combination reflector-emitter. ● We want to calculate radiosity parameter B i, the total rate of energy leaving surface i per unit area.
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17 Radiosity Equation ● B i = total rate of radiant energy leaving surface i per unit area ● H i = sum of the radiant energy contributions from all surfaces in the rendered volume arriving at surface i per unit time per unit area ● F ji = the form factor for surfaces j and i = the fractional amount of radiant energy from surface j that reaches surface i.
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18 Radiosity Equation
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19 Radiosity Equation ● For a scene with n surfaces ■ The radiosity equation for surface i ● E i = rate of energy emitted by surface i per unit area (watts/m 2 ) ● E i = 0 if surface i is not a light
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20 Radiosity Equation ● i is the reflectivity factor for surface i (percent of incident light that is reflected in all directions) ■ Related to the diffused reflection coefficient used in emperical diffuse illumination models ● What is the self-form-factor (self-incidence) F ii for plane and convex surfaces? ■ F ii Is zero because convex surfaces and planes cannot see themselves ● The radiosity equation indicates that surface affects other surfaces and even itself ● How will we compute B i for all surfaces in the scene?
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21 Radiosity Equation ● To obtain the illumination effects over the various surfaces in the enclosure we need to solve the simultaneous radiosity equations for the n surfaces given the array values for E i, i, and F ji
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22 The Radiosity Equation where and
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23 Radiosity Equation In matrix form The Bi are unknown and assume all else is known (Form Factor is not) Then can be rewritten as system of n linear equations in n unknowns. Hence patches can be rendered ideally with smooth shading. One set of eqns for each wavelength!
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24 The Form Factors ● Need to determine form factors to solve the radiosity equation ● Remember F ij = energy transfer from surface i to j = percent of energy emanating from i that is incident on j This is a good image from Foley et al. Note in the image corresponds to in our Hearn and Baker.
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25 Form Factors ● Consider the differential units ■ For some small area of surface j and some small area of i ■ We want to calculate the rate of radiant energy falling on a small surface dA j from a small area dA i ● See the derivation of the equation in the book ● We can calculate the integration using numerical methods
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26 Final Radiosity Algorithm 1. Divide each surface into small polygons ■ The smaller the polygons, the more realistic the scene 2. Calculate form factors 3. Calculate Radiosity B i for each small polygon by solving simultaneous linear equations 4. Display the radiosity values ● Produces very realistic images ● Radiosity is expensive to compute ■ Get your PhD by improving it ● Specular reflection information is not modeled
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27 View-dependent vs View-independent ● Ray-tracing models specular reflection well, but diffuse reflection is approximated ● Radiosity models diffuse reflection accurately, but specular reflection is ignored ● Advanced algorithms combine the two
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28 Bidirectional Ray Tracing L A B C E* * * - these transports would be missed by conventional RT.
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29 Bidirectional Ray Tracing Forward ray tracing – source to surfaces, illuminates surfaces. Backward (conventional) ray tracing – eye to surfaces, sees lit surfaces. Accumulate photon hits for surface intensity – render from eye pt.
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30 Bidirectional Ray Tracing ● Computationally expensive. ● Much more accurate model though. ● Real problem is number of photons to trace. ● Can use refinement methods: ■ Trace so many photons, render and check… ■ and so on until rendering acceptable. ● Area sampling techniques can be used.
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31 Bidirectional example Single Pass (Conventional RT)Two Pass (Bidirectional) Note : caustic due to red transparent ball
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32 Bidirectional example 200 rays used in lighting pass400 rays used in lighting pass
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33 Bidirectional example 800 rays used in lighting pass. Note: - improved caustic definition, - lighting effect of mirror, - reflection of caustic, - shadowing due to mirror lighting.
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34 Summary of bidirectional RT ● Trace rays from light source to surfaces. ● Gives secondary lighting and caustics that conventional ray tracing misses. ● Accumulate surface hits – may require large number of hits for adequate intensity. ● Code for both ray trace directions can be identical.
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