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Published byCorey Floyd Modified over 9 years ago
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Week 6 - Wednesday
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What did we talk about last time? Light Material Sensors
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In general, sensors are made up of many tiny sensors Rods and cones in the eye Photodiodes attached to a CCD in a digital camera Dye particles in traditional film Typically, an aperture restricts the directions from which the light can come Then, a lens focuses the light onto the sensor elements
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Irradiance sensors can't produce an image because they average over all directions Lens + aperture = directionally specific Consequently, the sensors measure radiance (L), the density of light per flow area AND incoming direction
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In a rendering system, radiance is computed rather than measured A radiance sample for each imaginary sensor element is made along a ray that goes through the point representing the sensor and point p, the center of projection for the perspective transform The sample is computed by using a shading equation along the view ray v
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We need a mathematical equation to say what the color (radiance) at a particular pixel is There are many equations to use and people still do research on how to make them better Remember, these are all rule of thumb approximations and are only distantly related to physical law
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Diffuse exitance M diff = c diff E L cos θ Lambertian (diffuse) shading assumes that outgoing radiance is (linearly) proportional to irradiance Because diffuse radiance is assumed to be the same in all directions, we divide by π (explained later) Final Lambertian radiance L diff =
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Specular shading is dependent on the angles between the surface normal to the light vector and to the view vector For the calculation, we compute h, the half vector half between v and l
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The total specular exitance is almost exactly the same as the total diffuse exitance: M spec = c spec E L cos θ What is seen by the viewer is a fraction of M spec dependent on the half vector h Final specular radiance L spec = Where does m come from? It's the smoothness parameter
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Final lighting is: We want to implement this in shaders The book goes into detail about how often it is computed Note that many terms can be precomputed, only the ones with angles in them change
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Computing the shading equation more often gives better visual results but takes more time Flat shading Computes shading equation once per primitive Gouraud shading Computes shading equation once per vertex, linearly interpolates color for pixel values Phong shading Computes color per pixel
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When sampling any continuous thing (image, sound, wave) into a discrete environment (like the computer), multiple samples can end up being indistinguishable from each other This is called aliasing We can reduce aliasing by carefully considering how sampling and reconstruction of the signal is done
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Ever seen wheels of a car spinning the wrong way? Without enough samples, it may be impossible to tell which way it's spinning You need a sampling frequency twice as high as the maximum frequency of the events to reconstruct the original signal Called the Nyquist limit
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Jaggies are caused by insufficient sampling A simple method to increase sampling is full- scene antialiasing, which essentially renders to a higher resolution and then averages neighboring pixels together The accumulation buffer method is similar, except that the rendering is done with tiny offsets and the pixel values summed together
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FSAA schemes A variety of FSAA schemes exist with different tradeoffs between quality and computational cost
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For non-interactive render speeds, the A-buffer can be used The A-buffer generates a coverage mask for each fragment for each pixel Fragments are thrown away if they have z-buffer values that are higher than fragments with full coverage Final pixel color is based on fragment merging
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Supersampling techniques (like FSAA) are very expensive because the full shader has to run multiple times Multisample antialiasing (MSAA) attempts to sample the same pixel multiple times but only run the shader once Expensive angle calculations can be done once while different texture colors can be averaged Color samples are not averaged if they are off the edge of a pixel
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Active research is still trying to find techniques with good visual output and good computational performance Stochastic (random) sampling reduces the visual repetition of some artifacts Sharing samples between pixels can reduce overall cost
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Review for Exam 1 Review all material covered so far Exam 1 is Friday in class
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Keep working on Project 2, due Friday, March 1 Keep reading Chapter 5 Start reading Chapter 6
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