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Published byArthur Weaver Modified over 9 years ago
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Week 10 - Wednesday
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What did we talk about last time? Shadow volumes and shadow mapping Ambient occlusion
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I said that shadow maps couldn't be used with point lights, only directional lights That was incorrect! The "view" from a point light should be modeled with a perspective projection while a directional light should be modeled with an orthographic projection
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We already talked about reflections! Environment mapping was our solution But it only works for distant objects
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angle of incidence viewer n angle of reflection reflector
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The reflected object can be copied, moved to reflection space and rendered there Lighting must also be reflected Or the viewpoint can bereflected
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Reflector must be partially transparent so that the reflected scene can be viewed The degree of transparency acts simulates the reflectivity factor Care must be taken when setting up back face culling for the reflection pass Also, the scene may be rendered where there is no reflector
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This problem can by solved by using the stencil buffer The stencil buffer is set to areas where a reflector is present Then the reflector scene is rendered with stenciling on
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Objects behind the mirror should not be rendered A user defined clipping plane can solve this problem Create a clipping plane and place it on the same plane as the mirror
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Reflections can be enhanced by blurring them or fading them to black as the viewer moves away Objects can be rendered to a texture with a Z- buffer The Z-buffer can be used to blur or darken objects that are further away Frosted glass can also be created by blurring
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Ray tracing can be used to create general reflections Environment mapping can be used for recursive reflections in curved surfaces To do so, render the scene repeatedly in 6 directions for each reflective object
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How much light gets through your material? That's transmittance If your samples are of equal thickness, you can apply a color filter
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d
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It's a property of waves (not just light) Describes the way the path of waves is bent when it changes medium
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Refraction and diffraction results of the Huygens– Fresnel principle Each point of a medium disturbed by a wave becomes a point of propagation for the disturbance
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Another way of looking at refraction is through the Fermat's Principle of Least Time The path taken between two points by a ray of light is the path that can be traversed in the smallest amount of time The light actually bends to spend less time in a slower material
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If the angle of refraction is greater than the critical angle, the light will be reflected back into the initial medium
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If the material has different refractive indices for different polarizations, two images will appear offset from each other Birefringence The delta between the refractive indices of different polarizations determines how much the light will be offset Modern metamaterials exist with a negative refractive index In those cases, light is refracted on the same side of the normal as the incidence
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Light is focused by reflective or refractive surfaces A caustic is the curve or surface of concentrated light The name comes from the Greek for burning Reflective:Refractive:
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First: The scene is rendered from the view of light Track the diversion of light and see which locations are hit Store the result in an image with Z-buffer values called a photon buffer Second: Treat each location that received light as a point object called a splat Transform these to eye viewpoint and render them to a caustic map Third: Project the map onto the screen and combine with the shadow map
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Look at each generator triangle Those that are specular or refractive Each vertex on each generator triangle has a normal Create a caustic volume like a shadow volume except that the sides are warped by either reflection or refraction For receiver pixels in the volume, intensity is computed
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Subsurface scattering occurs when light enters an object, bounces around, and exits at a different point If the exit point is close to the entrance point (in the same pixel), we can use a BRDF If it spans a larger distance, we need an algorithm to track photon propagation
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Examples Pearlescent paint Human skin ▪ Which matters Causes Foreign Particles (pearls) Discontinuities (air bubbles) Density variations Structural changes We need to know how long light has traveled through the object Tracking individual photons is impossible, so all algorithms will be statistical
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Subsurface scattering does not affect specular reflection We often use normal maps to add detail to specular reflection characteristics Some work suggests that this same normal map should be ignored for diffuse terms Or the normals can be blurred further since surface direction appears to change slowly if light from other directions is exiting diffusely More complex models render the diffuse lighting onto a texture and then selectively blur R, G, and B components for more realism This texture space diffusion technique was used in The Matrix Reloaded for rendering skin
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We could cast rays into objects to see where they come out, but it's expensive An alternative is to use depth maps to record how far the light travels through the object which determines how colored by the object it is Refraction when the light enters the object is usually ignored Only exiting refraction is computed
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Radiosity Ray Tracing Precomputed lighting Precomputed occlusion Precomputed radiance transfer
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Keep working on Project 3 Due next Thursday by midnight Keep reading Chapter 9
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