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Pipelines are for Whimps Raycasting, Raytracing, and Hardcore Rendering
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Ray Casting Definition Time There are two definitions of Ray Casting The Old and the New The old was related to 3D games back in the Wolfenstein / Doom 1 Era. Where gameplay was on a 2D platform The New definition is: – Non Recursive Ray Tracing
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Ray Tracing http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_1_Introduction.shtml Glass Ball
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Rays from the Sun or from the Screen Rays could be programmed to work in either direction We choose from the screen to the Light – Only X x Y Pixels to trace From the Light we would need to emulate Millions of Rays to find the few thousand that reach the screen
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Our Rays
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Center of Projection (0,0)
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Viewport (0,0) Screen Clipping Planes
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Into World Coordinates (0,0) Screen Clipping Planes
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Getting Each Initial Ray Origin = (0,0,0) Direction = ScreenX,screenY, zMin – ScreenX, ScreenY are the float locations of each pixel in projected world coordinates – zMin is the plane on which the screen exists
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Materials Surfaces must have their Material Properties set – Diffuse, Reflective, Emissive, and Colour need to be considered
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For Each Pixel (the main Raytrace loop) For each pixel { Construct ray from camera through pixel Find first primitive hit by ray Determine colour at intersection point Draw colour to pixel Buffer }
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Intersections The simplest way is to loop through all your primitives (All Polygons) – If the Polygon Normal DOT RayDirection(Cos Theta) < 0 // Face is opposite to Ray Ignore – Now we can Intersect the Ray with the Polygon – Or Intersect the Ray with the Polygons Plane
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Ray / Polygon Intersection p0, p1 and p2 are verts of the triangle point(u,v) = (1-u-v)*p0 + u*p1 + v*p2 U > 0 V > 0 U + V <= 1.0
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Line Representation point(t) = p + t * d t is any point on the line p is a known point on the line D is the direction vector Combined: p + t * d = (1-u-v) * p0 + u * p1 + v * p2 A Point on the line (p + t * d) which Is part of the triangle [(1-u-v) * p0 + u * p1 + v * p2]
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http://www.lighthouse3d.com/opengl/maths/index.php?raytriint
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Intersections Suck! http://local.wasp.uwa.edu.au/~pbourke/geom etry/planeline/ http://local.wasp.uwa.edu.au/~pbourke/geom etry/planeline/ http://www.netcomuk.co.uk/~jenolive/vect18 c.html http://www.netcomuk.co.uk/~jenolive/vect18 c.html http://softsurfer.com/Archive/algorithm_0104 /algorithm_0104B.htm#Line- Plane%20Intersection http://softsurfer.com/Archive/algorithm_0104 /algorithm_0104B.htm#Line- Plane%20Intersection http://members.tripod.com/~Paul_Kirby/vect or/Vplanelineint.html http://members.tripod.com/~Paul_Kirby/vect or/Vplanelineint.html
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Intersecting a Plane A point on the Plane = p1 Plane Normal = n. Ray = p(t) = e + td P(t) = Point on Ray E = Origin D = Direction Vector t = [(P1 – e). n]/ d.n
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World / Object Coordiantes We need to translate the Ray into Object Coordinates / Vice Versa to get this to work Ray = p(t) = e + td Ray = Inv (Object->World)e + t Inv (Object- >World)d
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After Finding the Intersecting Plane You need a simple way to check for a hit or miss If your Object has a bounding box this can be achieved through a line check
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Miss Conditions
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Hit Conditions
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For Other Shaped Flat Polygons An Even Number of Intersections with the Outside of the Polygon means a Miss An Odd Number of Intersections means a Hit
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Task List for Ray Casting 1)Create a vector for each Pixel on the screen a)From the Origin of the Camera Matrix (0,0,0) b)That intersects with a Pixel in the screen 2)Use this Vector to create a trace through the World a)From the Zmin to the Zmax Clipping Volume b)UnProjected into World Coordinates 3)Intersect the trace with every object in the world
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4)When the ray hits an Object we need to check how the pixel should be lit a)Check if the Ray has a direct view to each of the lights in the scene b)calculate the input from each light. c)Color the pixel based on the lighting and surface properties
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One extra task for Ray Casting After Intersection Calculate the reflective Vector – Dot Product of Ray and Surface Normal Then cast a new Ray – This continues in a recursive fashion untill: A ray heads off into the universe A ray hits a light We reach our maximum recursion level
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How we would like to be able to calculate light
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Conservation of Energy A Physics-Based Approach to Lighting – Surfaces will absorb some light, and reflect some light – Any surfaces may also be light emitting – Creating a large simultaneous equation can solve the light distribution (I mean LARGE) – The light leaving a point is the sum of the light emitted + the sum of all reflected light
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Don’t Scream (loudly)
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The Rendering Equation http://en.wikipedia.org/wiki/Rendering_equation Light Leaving Point X in direction Light Emitted by Point X in direction Integral over the Input Hemisphere Bidirectional reflective function (BDRF) in the direction from direction ’ Light toward Point X from direction ’ Attenuation of inward light related to incidence angle
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The Monte Carlo Method Repeated Random Sampling Deterministic Algorithms may be unfeasibly complex (light)
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Metropolis Light Transport A directed approach to simplifying the BDRF Still considered a Monte Carlo Method It directs the randomness considering more samples from directions with a higher impact on the point being assessed
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BDRF Tracing http://graphics.stanford.edu/papers/metro/
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Metropolis Light Transport http://graphics.stanford.edu/papers/metro/
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Radiosity Simplifying the Rendering Equation by making all surfaces perfectly diffuse reflectors This simplifies the BDRF function
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Parallel Rendering (Rendering Farms) There are Three major Type Definitions – Sort-First – Sort-Middle – Sort-Last These are just the outlines, in reality things need to be customised based on technical limitations / requirements
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Sort-Middle Application Sort Geometry (Vertex Shading) Geometry (Vertex Shading) Geometry (Vertex Shading) Fragments (Pixel Shading) Fragments (Pixel Shading) Fragments (Pixel Shading) Display Fragments (Pixel Shading) Geometry (Vertex Shading)
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Sort-Middle Pros – The number of Vertex Processors is independent of the Number of Pixel Processors Cons – Normal Maps may mess with Polygons on overlap areas – Correcting Aliasing between Display Tiles (RenderMan??) – Requires specific hardware – Rendering may not be balanced between Display Tiles
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Sort-Last Application Composite Geometry (Vertex Shading) Geometry (Vertex Shading) Geometry (Vertex Shading) Fragments (Pixel Shading) Fragments (Pixel Shading) Fragments (Pixel Shading) Display Fragments (Pixel Shading) Geometry (Vertex Shading)
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Sort-Last Pros – Can be easily created from networked PCs Cons – Each Vertex Processor requires a Pixel Processor – Unsorted Geometry means each Pixel Processor must carry a full-size frame buffer Limited scalability – Composing the image requires integrating X frame buffers considering X Z-Buffers
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Sort-Last Compositing can be done more efficiently (memory requirements) utilising a binary tree approach – May lead to idle processors Another approach is a Binary Swap architecture – Large Data Bus usage
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Sort-First Application Sort Geometry (Vertex Shading) Geometry (Vertex Shading) Geometry (Vertex Shading) Fragments (Pixel Shading) Fragments (Pixel Shading) Fragments (Pixel Shading) Display Fragments (Pixel Shading) Geometry (Vertex Shading)
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Sort-First Pros – Pixel Processors only need a tile of the display buffer – Can be created utilising PC hardware – Infinitely Scalable Cons – We are sorting Primitives BEFORE they are translated into projected space!!! This requires some overhead – Polygons crossing tiles will be sent to both pipelines – An error backup could consider a bus to move incorrectly sorted polygons to the correct render queue (Transparency causes issues here!) – Correcting Aliasing between Display Tiles – Rendering may not be balanced between Display Tiles
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Parallel Processing Techniques Conclusively – Sort-Middle is for expensive hardware – Sort-Last is limited by scalability – Sort-First requires careful consideration on implementation Sort First / Sort Last COULD be run on a Cloud – Bandwidth?? – Security?? – What happens when you max the cloud??
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Image Based Rendering Geometric Upscaling! The process of getting 3D information out of 2D image(s) – Far outside our scope, but interesting in Research
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RenderMan https://renderman.pixar.com/
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RenderMan / Reyes Reyes (Renders Everything You Ever Saw) RenderMan is an implementation of Reyes – Reyes was developed by two staff at the ‘Lucasfilm's Computer Graphics Research Group’ now known as Pixar! – RenderMan is Pixar’s current implementation of the Reyes Architecture
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The Goals of Reyes Model Complexity / Diversity Shading Complexity Minimal Ray Tracing Speed Image Quality (Artefacts are Unacceptable) Flexibility – Reyes was designed so that new technology could be incorporated without an entire re- implementation
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The Functionality of Reyes / RenderMan Objects (Polygons and Curves) are divided into Micro Polygons as needed – A Micro Polygon is a typically smaller than a pixel – In Reyes Micro Polygons are quadrilaterals – Flat shading all the Quads gives an excellent representation of shading These quads allow Reyes to use a Vector Based Rendering Approach – This allows simple Parallelism
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Bound – Bounding Boxes Split – Geometry Culling & Partials Dice – Polygons into grids of Micro Polygons Shade – Shading Functions are applied to the Micro Polygons Functions used are Independent of Reyes Bust – Do Bounding and Visibility checking on each Micro Polygon Sample (Hide) – Generate the Render based on the remaining Micro Polygons
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The Reyes Pipeline http://en.wikipedia.org/wiki/File:Reyes-pipeline.gif
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Interesting Facts Some Frames take 90 hours!!! (1/24 th of a second of footage) On average Frames take 6 hours to render!!!! 6 * 24 = 1 second = 144 Hours – About 2 years for a 2 hour Movie!!
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Licensing $3500 us per Server $2000us – 3500us per Client Machine Far cheaper than I expected!
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References http://en.wikipedia.org/wiki/Reyes_rendering http://en.wikipedia.org/wiki/Rendering_equatio n http://www.steckles.com/reyes1.html http://www.flipcode.com/archives/Raytracing_T opics_Techniques-Part_1_Introduction.shtml http://www.lighthouse3d.com/opengl/maths/in dex.php?raytriint
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