Download presentation
Presentation is loading. Please wait.
Published byLouise Stephany Burns Modified over 8 years ago
1
CMSC 635 Global Illumination
2
Local Illumination light – surface – eye Throw everything else into ambient Global Illumination light – surface – surface … – eye Multiple bounces Local Illumination light – surface – eye Throw everything else into ambient Global Illumination light – surface – surface … – eye Multiple bounces
3
Global Illumination ambient no ambient global illumination
4
“Backward” algorithms Follow light transport: eye to light Traditional ray tracing Follow primary reflection Path tracing Follow other rays Monte-carlo integration Follow light transport: eye to light Traditional ray tracing Follow primary reflection Path tracing Follow other rays Monte-carlo integration
5
“Forward” algorithms Follow light transport: light to eye Lights are emitters Everything else both emitter & receiver Integrate bounce to bounce All surfaces for each bounce (radiosity) All bounces for one photon (photon map) Follow light transport: light to eye Lights are emitters Everything else both emitter & receiver Integrate bounce to bounce All surfaces for each bounce (radiosity) All bounces for one photon (photon map)
6
Radiosity Based on radiant heat transport Diffuse surfaces only Try to find steady state solution Based on radiant heat transport Diffuse surfaces only Try to find steady state solution
7
Sample Locations Usually need more samples than provided by geometric patches Uniform subdivision Adaptive regular subdivision Adaptive irregular subdivision Usually need more samples than provided by geometric patches Uniform subdivision Adaptive regular subdivision Adaptive irregular subdivision
8
Discontinuity Meshing Lischinski, Tampieri and Greenburg, “Combining Hierarchical Radiosity and Discontinuity Meshing”, SIGGRAPH 93
9
Discontinuity Meshing Lischinski, Tampieri and Greenburg, “Combining Hierarchical Radiosity and Discontinuity Meshing”, SIGGRAPH 93
10
Interactive Rendering Diffuse surfaces only viewpoint independent Pre-compute and store radiosity As patch/vertex colors As texture Separate solution for each light Linear combination to change lights Diffuse surfaces only viewpoint independent Pre-compute and store radiosity As patch/vertex colors As texture Separate solution for each light Linear combination to change lights
11
Two pass Radiosity for diffuse Ray tracing for reflection Doesn’t handle radiosity of specularly reflected light Radiosity for diffuse Ray tracing for reflection Doesn’t handle radiosity of specularly reflected light
12
Radiometric Units TermSymbolUnits Radiant EnergyQJ Radiant Flux (Power) = dQ/dt W = J/s Irradiance (entering) E = d /dA W/m 2 Radiosity (exiting) B = d /dA W/m 2 Radiant Intensity I = d /d W/sr Radiance L = d 2 /(d dA) W/(sr m 2 )
13
Photometric Units TermSymbolUnits Luminous EnergyQtalbot Luminous Flux = dQ/dt lm = talbot/s Illuminance (entering) E = d /dA lx = lm/m 2 Luminous exitance m = d /dA lm/m 2 Luminous Intensity I = d /d cd = lm/sr Luminance L = d 2 /(d dA) lm/(sr m 2 )
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.