Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map

Size: px
Start display at page:

Download "Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map"

Transcription

1 Part I The Basic Algorithm 1 Principles of A two-pass global illumination method Pass I Computing the photon map A rough representation of the lighting in the scene Pass II rendering Regular (distributed) raytracing, optimized with the information in the photon map Solves the rendering equation! Every part of the equation (diffuse, specular, caustics etc.) is solved by different means. 2 From Computer Science Dept. Technion Page 1

2 Pros: Easy to understand and implement Optimizes i rendering and produces most photorealistic ti effects View (Pass I) and geometry independent Cons: Memory consumption Computationally cumbersome (photon tracing) Some optimization techniques can speed up the algorithm significantly. 3 Photon Emission A light source has a given flux (power) P light Number of emitted photons: n e Plight Pphoton = n The distribution of directions depends on the shape of the light Point light sources distribute photons in an isotropic manner. e 4 Computer Science Dept. Technion Page 2

3 Photon Emission Algorithm Using simple rejection sampling emit photons from diffuse point light() { ne = 0 //number of emitted photons while (not enough photons) { do { x = random number between -1 and 1 y = random number between -1 and 1 z = random number between -1 and 1 } while ( x2 + y2 + z2 > 1 ) d = < x, y, z > p = light source position trace photon from p in direction d ne = ne + 1 } scale power of stored photons with 1/ne } 5 Photon Emission Cont d More photons should be emitted from brighter lights in a multiply-lighted scene Power of photons should be as close to even as possible. May use less photons because each light source contributes less illumination effects. Most photons are typically wasted! Using projection maps: projecting the scene unto each light source and determining the directions in which objects exist. Shooting photons only at these directions. Resulting in less photons on the scene. 6 Computer Science Dept. Technion Page 3

4 Photon Tracing A light-direction ray-tracing process Algorithm: Shoot photons from lights source When surface is hit, decide whether photon is absorbed\reflected\transmitted. If surface is diffuse, store photon in photon map. 7 Absorbed, Transmitted or Reflected? A surface with diffuse coefficient d and specular coefficient s is hit by a photon with power P s+d<=1, for energy conservation. Make a decision according to Russian Roulette : Randomize a uniform variable x x [0, d] Diffuse x ( d, s + d ] Specular x ( s + d,1] Absorption 8 Computer Science Dept. Technion Page 4

5 Photon Tracing with Color Bands Deciding using the maximum energy of any color band (RGB) For instance, the probability p d for diffuse reflection is now: p d = max{ dp, dp, dp} r r g g b b max{ P, P, P} r g b Where ( Pr, Pg, P) color bands. is the powers of the photon in the 9 Color Bands cont d The power of the photons need to be re-adjusted to ensure that low-power photons do not waste our time. P refl, c = P inc, c i( s/ d) p ( sd / ) c Why Use Russian Roulette? Photons of even power Controlling the amount of photons Caveat Increasing variance. 10 Computer Science Dept. Technion Page 5

6 The photon Map Photon is stored in the photon map when hitting a diffuse surface Why not on specular surfaces? Every time a surface is hit, the photon is stored A photon is stored as the number of times it bounces. 11 A Photon Data Structure The data structure for a stored photon contains Incoming direction Incoming power Position in space The photon map, in the most simple representation, is a list of all stored photons. 12 Computer Science Dept. Technion Page 6

7 Required Photon Maps In order for the rendering to be efficient and correct, we usually require the usage of three photon maps: Caustics photon map Contains photons of the type LS+D Global photon map Contains all types of photons L{S D V }*D Volume photon map Contains photon which participate in indirect illumination of participating media (another topic). 13 Querying the Photon Map Most queries on the photon map (usually to estimate the radiance on a surface) requires an efficient query of which are the nearest neighbors. Using A balanced Kd-Tree Queries are O(logN), where N is the size of the tree. 14 Computer Science Dept. Technion Page 7

8 Seen in the lecture: Radiance Estimation (, ) ( ) L x f x f x 2 n d Φ p x ω p Pi ω p r(, ω) = r(, ωp, ω) r(, ωp, ω) dap p= 1 A Ω x Algorithm: Search for n closest photons Sum up the contribution according to power Pi with surface BRDF Fr. 15 Density of Closest Photons Assuming the surface is locally flat, using a widening circle until n photons are within it. 2 If radius is r then A = π r Low density photons, edges, and corners make this approximation wrong! 16 Computer Science Dept. Technion Page 8

9 Filtering If number of photons is too low, edges and corners will become blurry. Solution: Assign weights to photons according to distance from x. Possibilities: d p Cone filter: wpc = 1, k 1 kr i Gaussian filter: w pg 1 e = 1 1 e β α β 2 d p 2 2r 17 Rendering A Scene A scene is composed of the following components Direct illumination Rendered using regular ray-casting Can be approximated using the radiance estimate t Specular and glossy reflection Rendering using standard monte-carlo ray tracing. Cannot be handled with the photon map. Caustics Radiance estimate from the caustics map. Diffuse interreflection (color bleeding) Approximate just using the radiance estimate Accurate tracing rays with the information about the flux as an optimizer. 18 Computer Science Dept. Technion Page 9

10 Examples Radiance estimates (number of photons in the estimate) 100 Photons 500 photons 19 Multiple Lights Example 100,000 photons from each light source, 100 photons in the estimate 20 Computer Science Dept. Technion Page 10

11 Subsurface Scattering 100,000 photons 21 Computer Science Dept. Technion Page 11

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping Advanced Graphics Path Tracing and Photon Mapping Part 2 Path Tracing and Photon Mapping Importance Sampling Combine importance sampling techniques Reflectance function (diffuse + specular) Light source

More information

Photon Mapping. Michael Doggett Department of Computer Science Lund university

Photon Mapping. Michael Doggett Department of Computer Science Lund university Photon Mapping Michael Doggett Department of Computer Science Lund university Outline Photon Mapping (ch. 14 in textbook) Progressive Stochastic 2011 Michael Doggett How to make light sampling faster?

More information

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] 1 Global Illumination

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] March 28, 2012 Jernej Barbic University of Southern California

More information

Lecture 12: Photon Mapping. Biased Methods

Lecture 12: Photon Mapping. Biased Methods Lecture 12: Photon Mapping CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University MC problems Biased Methods Biased methods: store information (caching) Better type of noise: blurring Greg

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Angel Ch. 11] 1 Global Illumination

More information

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Korrigeringar: Intel P4 (200): ~42M transistorer Intel P4 EE (2004): 78M

More information

Choosing the Right Algorithm & Guiding

Choosing the Right Algorithm & Guiding Choosing the Right Algorithm & Guiding PHILIPP SLUSALLEK & PASCAL GRITTMANN Topics for Today What does an implementation of a high-performance renderer look like? Review of algorithms which to choose for

More information

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm Comuter Grahics Global Illumination: Monte-Carlo Ray Tracing and Photon Maing Lecture 11 In the last lecture We did ray tracing and radiosity Ray tracing is good to render secular objects but cannot handle

More information

Illumination Algorithms

Illumination Algorithms Global Illumination Illumination Algorithms Digital Lighting and Rendering CGT 340 The goal of global illumination is to model all possible paths of light to the camera. Global Illumination Global illumination

More information

Photon Mapping. Due: 3/24/05, 11:59 PM

Photon Mapping. Due: 3/24/05, 11:59 PM CS224: Interactive Computer Graphics Photon Mapping Due: 3/24/05, 11:59 PM 1 Math Homework 20 Ray Tracing 20 Photon Emission 10 Russian Roulette 10 Caustics 15 Diffuse interreflection 15 Soft Shadows 10

More information

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing by Stephen Kazmierczak Introduction Unbiased light transport algorithms can sometimes take a large number of rays to

More information

The Rendering Equation. Computer Graphics CMU /15-662

The Rendering Equation. Computer Graphics CMU /15-662 The Rendering Equation Computer Graphics CMU 15-462/15-662 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area perpendicular

More information

Photon Mapping. Kadi Bouatouch IRISA

Photon Mapping. Kadi Bouatouch IRISA Kadi Bouatouch IRISA Email: kadi@irisa.fr 1 Photon emission and transport 2 Photon caching 3 Spatial data structure for fast access 4 Radiance estimation 5 Kd-tree Balanced Binary Tree When a splitting

More information

The Rendering Equation and Path Tracing

The Rendering Equation and Path Tracing The Rendering Equation and Path Tracing Louis Feng April 22, 2004 April 21, 2004 Realistic Image Synthesis (Spring 2004) 1 Topics The rendering equation Original form Meaning of the terms Integration Path

More information

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global

More information

Photon Maps. The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces)

Photon Maps. The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces) Photon Mapping 1/36 Photon Maps The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces) As opposed to the radiosity method that stores information on surface

More information

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Path Tracing part 2 Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Monte Carlo Integration Monte Carlo Integration The rendering (& radiance) equation is an infinitely recursive integral

More information

Assignment 3: Path tracing

Assignment 3: Path tracing Assignment 3: Path tracing EDAN30 April 2, 2011 In this assignment you will be asked to extend your ray tracer to support path tracing. In order to pass the assignment you need to complete all tasks. Make

More information

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration Roland Schregle Motivation: Caustics Light transport from specular surfaces gives rise to caustics on diffuse surfaces.

More information

Biased Monte Carlo Ray Tracing

Biased Monte Carlo Ray Tracing Biased Monte Carlo Ray Tracing Filtering, Irradiance Caching, and Photon Mapping Henrik Wann Jensen Stanford University May 23, 2002 Unbiased and Consistent Unbiased estimator: E{X} =... Consistent estimator:

More information

Monte Carlo Integration of The Rendering Equation. Computer Graphics CMU /15-662, Spring 2017

Monte Carlo Integration of The Rendering Equation. Computer Graphics CMU /15-662, Spring 2017 Monte Carlo Integration of The Rendering Equation Computer Graphics CMU 15-462/15-662, Spring 2017 Review: Monte Carlo integration Z b Definite integral What we seek to estimate a f(x)dx Random variables

More information

Stochastic Path Tracing and Image-based lighting

Stochastic Path Tracing and Image-based lighting EDA101 : Advanced Shading and Rendering Stochastic Path Tracing and Image-based lighting Michael Doggett 2008 Tomas Akenine-Möller 1 This is what we want: Courtesy of Henrik Wann Jensen Courtesy of Paul

More information

Lecture 7 - Path Tracing

Lecture 7 - Path Tracing INFOMAGR Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 7 - I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Welcome! Today s Agenda: Introduction Advanced Graphics 3 Introduction

More information

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz Outline Jan Kautz Basic terms in radiometry Radiance Reflectance The operator form of the radiance equation Meaning of the operator form Approximations to the radiance equation 2005 Mel Slater, 2006 Céline

More information

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination Global Illumination Why Global Illumination Last lecture Basic rendering concepts Primitive-based rendering Today: Global illumination Ray Tracing, and Radiosity (Light-based rendering) What s Global Illumination

More information

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing Advanced Computer Graphics (Spring 2013) CS 283, Lecture 11: Monte Carlo Path Tracing Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Motivation General solution to rendering and global illumination

More information

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016 The Rendering Equation Computer Graphics CMU 15-462/15-662, Fall 2016 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area

More information

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

Photon Mapping. Photon Mapping. Why Map Photons? Sources. What is a Photon? Refrac=on of a Caus=c. Jan Kautz

Photon Mapping. Photon Mapping. Why Map Photons? Sources. What is a Photon? Refrac=on of a Caus=c. Jan Kautz Refrac=on of a Caus=c Photon Mapping Jan Kautz Monte Carlo ray tracing handles all paths of light: L(D S)*E, but not equally well Has difficulty sampling LS*DS*E paths, e.g. refrac=on of a caus=c Path

More information

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283 Acknowledgements and many slides courtesy: Thomas Funkhouser, Szymon

More information

Today. Participating media. Participating media. Rendering Algorithms: Participating Media and. Subsurface scattering

Today. Participating media. Participating media. Rendering Algorithms: Participating Media and. Subsurface scattering Today Rendering Algorithms: Participating Media and Subsurface Scattering Introduction Rendering participating media Rendering subsurface scattering Spring 2009 Matthias Zwicker Participating media Participating

More information

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1 MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks

More information

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15 Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Final Project: Real-Time Global Illumination with Radiance Regression Functions Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines

More information

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images Part I - Photorealism 1 Why? Achieve more photorealistic images All images are from MentalRay s website 2 Computer Science Dept. Technion Page 1 3 4 Computer Science Dept. Technion Page 2 5 From Alexander

More information

Lecture 7: Monte Carlo Rendering. MC Advantages

Lecture 7: Monte Carlo Rendering. MC Advantages Lecture 7: Monte Carlo Rendering CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University MC Advantages Convergence rate of O( ) Simple Sampling Point evaluation Can use black boxes General

More information

Global Illumination. COMP 575/770 Spring 2013

Global Illumination. COMP 575/770 Spring 2013 Global Illumination COMP 575/770 Spring 2013 Final Exam and Projects COMP 575 Final Exam Friday, May 3 4:00 pm COMP 770 (and 575 extra credit) Projects Final report due by end of day, May 1 Presentations:

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local

More information

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination Raytracing & Epsilon intersects light @ t = 25.2 intersects sphere1 @ t = -0.01 & Monte Carlo Ray Tracing intersects sphere1 @ t = 10.6 Solution: advance the ray start position epsilon distance along the

More information

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing Sampling and Reconstruction of Visual Appearance CSE 274 [Winter 2018], Lecture 4 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Key application area for sampling/reconstruction Core method

More information

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 5 Tour of Modern Offline Rendering To Do Project milestone (1-2 pages), final project proposal Due on Oct 27 Please get in touch with me if

More information

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Misc Till alla lärare på masternivån, Undervisningen på Chalmers masterprogram

More information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS

More information

Biased Monte Carlo Ray Tracing:

Biased Monte Carlo Ray Tracing: Biased Monte Carlo Ray Tracing: Filtering, Irradiance Caching and Photon Mapping Dr. Henrik Wann Jensen Stanford University May 24, 2001 Unbiased and consistent Monte Carlo methods Unbiased estimator:

More information

Photo Studio Optimizer

Photo Studio Optimizer CATIA V5 Training Foils Photo Studio Optimizer Version 5 Release 19 September 008 EDU_CAT_EN_PSO_FF_V5R19 Photo Studio Optimizer Objectives of the course Upon completion of this course you will be able

More information

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps

Efficient Simulation of Light Transport in Scenes with Participating Media using Photon Maps Efficient Simulation of ight Transport in Scenes ith Participating Media using Photon Maps Paper by Henrik Wann Jensen Per H. Christensen Presented by Abhinav Golas 1 Overvie What is participative media?

More information

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662 Monte Carlo Ray Tracing Computer Graphics CMU 15-462/15-662 TODAY: Monte Carlo Ray Tracing How do we render a photorealistic image? Put together many of the ideas we ve studied: - color - materials - radiometry

More information

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as

More information

Low Memory Spectral Photon Mapping

Low Memory Spectral Photon Mapping Low Memory Spectral Photon Mapping Antoine Boudet 1,2, Mathias Paulin 1, Paul Pitot 2, and David Pratmarty 2 1 IRIT-UPS-CNRS, University Paul Sabatier, Toulouse, France 2 OKTAL SE, Toulouse, France Abstract

More information

The Rendering Equation & Monte Carlo Ray Tracing

The Rendering Equation & Monte Carlo Ray Tracing Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 10: Shading Models Welcome! Today s Agenda: Introduction Light Transport Materials Sensors Shading INFOGR Lecture 10 Shading Models 3 Introduction

More information

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ] CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations

More information

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection Advanced Computer Graphics CSE 163 [Spring 017], Lecture 11 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir To Do Assignment due May 19 Should already be well on way. Contact us for difficulties etc. This

More information

Chapter 11. Caustics and Global Illumination

Chapter 11. Caustics and Global Illumination 11 and Global Illumination Chapter 11 Direct illumination occurs when a light source directly illuminates an object or objects in a scene. Indirect illumination occurs if light illuminates objects by reflection

More information

Optical Models of Direct Volume Rendering by Nelson Max

Optical Models of Direct Volume Rendering by Nelson Max Optical Models of Direct Volume Rendering by Nelson Max By Michael Shah Duration: 15~20minutes February 7, 2011 Slides and study guide available at http://www.cse.ohio-state.edu/ ~shahmi/coursework.html

More information

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference

More information

Lighting and Materials

Lighting and Materials http://graphics.ucsd.edu/~henrik/images/global.html Lighting and Materials Introduction The goal of any graphics rendering app is to simulate light Trying to convince the viewer they are seeing the real

More information

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

More information

Global Illumination The Game of Light Transport. Jian Huang

Global Illumination The Game of Light Transport. Jian Huang Global Illumination The Game of Light Transport Jian Huang Looking Back Ray-tracing and radiosity both computes global illumination Is there a more general methodology? It s a game of light transport.

More information

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays

More information

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Global Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Reading Foley, van Dam (better): Chapter 16.7-13 Angel: Chapter 5.11, 11.1-11.5 2 Limitation of local illumination A concrete

More information

Rendering Equation & Monte Carlo Path Tracing I

Rendering Equation & Monte Carlo Path Tracing I Rendering Equation & Monte Carlo Path Tracing I CS295, Spring 2017 Shuang Zhao Computer Science Department University of California, Irvine CS295, Spring 2017 Shuang Zhao 1 Announcements Homework 1 due

More information

SOME THEORY BEHIND REAL-TIME RENDERING

SOME THEORY BEHIND REAL-TIME RENDERING SOME THEORY BEHIND REAL-TIME RENDERING Jaroslav Křivánek Charles University in Prague Off-line realistic rendering (not yet in rea-time) Ray tracing 3 4 Image created by Bertrand Benoit Rendered in Corona

More information

Local vs. Global Illumination & Radiosity

Local vs. Global Illumination & Radiosity Last Time? Local vs. Global Illumination & Radiosity Ray Casting & Ray-Object Intersection Recursive Ray Tracing Distributed Ray Tracing An early application of radiative heat transfer in stables. Reading

More information

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate?

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate? Monte-Carlo Ray Tracing Antialiasing & integration So far, Antialiasing as signal processing Now, Antialiasing as integration Complementary yet not always the same in particular for jittered sampling Image

More information

Lecture 18: Primer on Ray Tracing Techniques

Lecture 18: Primer on Ray Tracing Techniques Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light - ray

More information

Monte Carlo Ray-tracing and Rendering

Monte Carlo Ray-tracing and Rendering ITN, Norrko ping February 3, 2012 Monte Carlo Ray-tracing and Rendering P ROJECT IN A DVANCED G LOBAL I LLUMINATION AND R ENDERING TNCG15 Authors: Henrik Ba cklund Niklas Neijman Contact: henba892@student.liu.se

More information

Recent Advances in Monte Carlo Offline Rendering

Recent Advances in Monte Carlo Offline Rendering CS294-13: Special Topics Lecture #6 Advanced Computer Graphics University of California, Berkeley Monday, 21 September 2009 Recent Advances in Monte Carlo Offline Rendering Lecture #6: Monday, 21 September

More information

CS5620 Intro to Computer Graphics

CS5620 Intro to Computer Graphics So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading

More information

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm The Rendering Equation Philip Dutré Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm 1 Overview Rendering Equation Path tracing Path Formulation Various

More information

Global Illumination with Glossy Surfaces

Global Illumination with Glossy Surfaces Global Illumination with Glossy Surfaces Wolfgang Stürzlinger GUP, Johannes Kepler Universität, Altenbergerstr.69, A-4040 Linz, Austria/Europe wrzl@gup.uni-linz.ac.at Abstract Photorealistic rendering

More information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces

More information

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Miloš Hašan Jaroslav Křivánek * Bruce Walter Kavita Bala Cornell University * Charles University in Prague Global Illumination Effects

More information

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Lecture 15: Shading-I. CITS3003 Graphics & Animation Lecture 15: Shading-I CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Learn that with appropriate shading so objects appear as threedimensional

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Realistic Image Synthesis

Realistic Image Synthesis Realistic Image Synthesis Bidirectional Path Tracing & Reciprocity Karol Myszkowski Gurprit Singh Path Sampling Techniques Different techniques of sampling paths from both sides Numbers in parenthesis

More information

Anti-aliasing. Images and Aliasing

Anti-aliasing. Images and Aliasing CS 130 Anti-aliasing Images and Aliasing Aliasing errors caused by rasterizing How to correct them, in general 2 1 Aliased Lines Stair stepping and jaggies 3 Remove the jaggies Anti-aliased Lines 4 2 Aliasing

More information

Lighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch

Lighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch 15-462 Computer Graphics I Lecture 7 Lighting and Shading February 12, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/ Light Sources Phong Illumination Model

More information

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD Shading, lighting, & BRDF Theory Cliff Lindsay, PHD Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs Decomposing Reflection

More information

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague Participating Media Part I: participating media in general Oskar Elek MFF UK Prague Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive

More information

Global Illumination with Photon Map Compensation

Global Illumination with Photon Map Compensation Institut für Comutergrahik und Algorithmen Technische Universität Wien Karlslatz 13/186/2 A-1040 Wien AUSTRIA Tel: +43 (1) 58801-18688 Fax: +43 (1) 58801-18698 Institute of Comuter Grahics and Algorithms

More information

6. Illumination, Lighting

6. Illumination, Lighting Jorg s Graphics Lecture Notes 6. Illumination, Lighting 1 6. Illumination, Lighting No ray tracing in OpenGL! ray tracing: direct paths COP interreflection: soft shadows, color bleeding. umbra, penumbra,

More information

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao GAMES Webinar: Rendering Tutorial 2 Monte Carlo Methods Shuang Zhao Assistant Professor Computer Science Department University of California, Irvine GAMES Webinar Shuang Zhao 1 Outline 1. Monte Carlo integration

More information

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd Advanced Graphics Global Illumination 1 Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What s wrong with raytracing? Soft shadows are expensive Shadows

More information

Visualisatie BMT. Rendering. Arjan Kok

Visualisatie BMT. Rendering. Arjan Kok Visualisatie BMT Rendering Arjan Kok a.j.f.kok@tue.nl 1 Lecture overview Color Rendering Illumination 2 Visualization pipeline Raw Data Data Enrichment/Enhancement Derived Data Visualization Mapping Abstract

More information

Photon Differentials

Photon Differentials Photon Differentials Adaptive Anisotropic Density Estimation in Photon Mapping Jeppe Revall Frisvad Technical University of Denmark Trade-off problem in photon mapping Effect of changing bandwidth (no.

More information

NAME mkpmap - generate RADIANCE photon map. SYNOPSIS mkpmap apg apc apv apd app apc file nphotons [bwidth]... [options] octree

NAME mkpmap - generate RADIANCE photon map. SYNOPSIS mkpmap apg apc apv apd app apc file nphotons [bwidth]... [options] octree NAME mkpmap - generate RADIANCE photon map SYNOPSIS mkpmap apg apc apv apd app apc file nphotons [bwidth]... [options] octree DESCRIPTION Mkpmap takes a RADIANCE scene description as an octree and performs

More information

Assignment #2. (Due date: 11/6/2012)

Assignment #2. (Due date: 11/6/2012) Computer Vision I CSE 252a, Fall 2012 David Kriegman Assignment #2 (Due date: 11/6/2012) Name: Student ID: Email: Problem 1 [1 pts] Calculate the number of steradians contained in a spherical wedge with

More information

Simple Lighting/Illumination Models

Simple Lighting/Illumination Models Simple Lighting/Illumination Models Scene rendered using direct lighting only Photograph Scene rendered using a physically-based global illumination model with manual tuning of colors (Frederic Drago and

More information

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5.

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5. Reading Required: Angel 6.1-6.3, 6.5, 6.7-6.8 Optional: Shading Angel 6.4 OpenGL red book, chapter 5. 1 2 Introduction An abundance of photons So far, we ve talked exclusively about geometry. Properly

More information

w Foley, Section16.1 Reading

w Foley, Section16.1 Reading Shading w Foley, Section16.1 Reading Introduction So far, we ve talked exclusively about geometry. w What is the shape of an object? w How do I place it in a virtual 3D space? w How do I know which pixels

More information

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations COMPUTER GRAPHICS COURSE LuxRender Light Transport Foundations Georgios Papaioannou - 2015 Light Transport Light is emitted at the light sources and scattered around a 3D environment in a practically infinite

More information

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture.

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture. Sampling and Reconstruction of Visual Appearance CSE 74 [Winter 8], Lecture 3 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Monte Carlo Rendering Key application area for sampling/reconstruction

More information

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction Effects needed for realism Global Rendering Computer Graphics 1, Fall 2005 Lecture 7 4th ed.: Ch 6.10, 12.1-12.5 Shadows Reflections (Mirrors) Transparency Interreflections Detail (Textures etc.) Complex

More information

MONTE-CARLO PATH TRACING

MONTE-CARLO PATH TRACING CS580: Computer Graphics KAIST School of Computing Chapter 4 & 5 MOTE-CARLO PATH TRACIG 2 Shadow Rays by Hemisphere Sampling Directions Ψ i are generated over the hemisphere Ω, after which the nearest

More information

GLOBAL ILLUMINATION. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION

GLOBAL ILLUMINATION. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION DH2323 DGI17 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION GLOBAL ILLUMINATION Christopher Peters CST, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters

More information