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

Size: px
Start display at page:

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

Transcription

1 Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi Acknowledgements and many slides courtesy: Thomas Funkhouser, Szymon Rusinkiewicz and Pat Hanrahan Motivation Rendering = integration Reflectance equation: Integrate over incident illumination Rendering equation: Integral equation Many sophisticated shading effects involve integrals Antialiasing Soft shadows Indirect illumination Caustics

2 Example: Soft Shadows Monte Carlo Algorithms based on statistical sampling and random numbers Coined in the beginning of 1940s. Originally used for neutron transport, nuclear simulations Von Neumann, Ulam, Metropolis, Canonical example: 1D integral done numerically Choose a set of random points to evaluate function, and then average (expectation or statistical average)

3 Monte Carlo Algorithms Advantages Robust for complex integrals in computer graphics (irregular domains, shadow discontinuities and so on) Efficient for high dimensional integrals (common in graphics: time, light source directions, and so on) Quite simple to implement Work for general scenes, surfaces Easy to reason about (but care taken re statistical bias) Disadvantages Noisy Slow (many samples needed for convergence) Not used if alternative analytic approaches exist (but those are rare) Outline Motivation Overview, 1D integration Basic probability and sampling Monte Carlo estimation of integrals

4 Integration in 1D f(x) x=1 Slide courtesy of Peter Shirley We can approximate f(x) g(x) Standard integration methods like trapezoidal rule and Simpsons rule Advantages: Converges fast for smooth integrands Deterministic x=1 Disadvantages: Exponential complexity in many dimensions Not rapid convergence for discontinuities Slide courtesy of Peter Shirley

5 Or we can average f(x) E(f(x)) x=1 Slide courtesy of Peter Shirley Estimating the average f(x) x 1 x N E(f(x)) Monte Carlo methods (random choose samples) Advantages: Robust for discontinuities Converges reasonably for large dimensions Can handle complex geometry, integrals Relatively simple to implement, reason about Slide courtesy of Peter Shirley

6 Other Domains f(x) < f > ab x=a x=b Slide courtesy of Peter Shirley Multidimensional Domains Same ideas apply for integration over Pixel areas Surfaces Projected areas Directions Eye Camera apertures Time Paths Pixel x Surface

7 Outline Motivation Overview, 1D integration Basic probability and sampling Monte Carlo estimation of integrals Random Variables Describes possible outcomes of an experiment In discrete case, e.g. value of a dice roll [x = 1-6] Probability p associated with each x (1/6 for dice) Continuous case is obvious extension

8 Expected Value Expectation For Dice example:

9 Sampling Techniques Problem: how do we generate random points/ directions during path tracing? Non-rectilinear domains Importance (BRDF) Stratified Eye x Surface Generating Random Points Uniform distribution: Use random number generator 1 Probability 0 Ω

10 Generating Random Points Specific probability distribution: Function inversion Rejection Metropolis 1 Probability 0 Ω Common Operations Want to sample probability distributions Draw samples distributed according to probability Useful for integration, picking important regions, etc. Common distributions Disk or circle Uniform Upper hemisphere for visibility Area luminaire Complex lighting like an environment map Complex reflectance like a BRDF

11 Generating Random Points 1 Cumulative Probability 0 Ω

12 Unit radius circle

13 Rejection Sampling 1 x x x x Probability x x x x x x 0 Ω

14

15 Outline Motivation Overview, 1D integration Basic probability and sampling Monte Carlo estimation of integrals Monte Carlo Path Tracing Big diffuse light source, 20 minutes Motivation for rendering in graphics: Covered in detail in next lecture Jensen

16 Monte Carlo Path Tracing 1000 paths/pixel Jensen Estimating the average f(x) x 1 x N E(f(x)) Monte Carlo methods (random choose samples) Advantages: Robust for discontinuities Converges reasonably for large dimensions Can handle complex geometry, integrals Relatively simple to implement, reason about Slide courtesy of Peter Shirley

17 Other Domains f(x) < f > ab x=a x=b Slide courtesy of Peter Shirley More formally

18

19 Variance E(f(x)) x 1 x N

20 Variance for Dice Example? Work out on board (variance for single dice roll) Exercise for students at home.

21 Variance E(f(x)) Variance decreases as 1/N Error decreases as 1/sqrt(N) x 1 x N Variance Problem: variance decreases with 1/N Increasing # samples removes noise slowly E(f(x)) x 1 x N

22 Variance Reduction Techniques Importance sampling Stratified sampling

23 Importance Sampling Put more samples where f(x) is bigger E(f(x)) x 1 x N Importance Sampling This is still unbiased E(f(x)) x 1 x N for all N

24 Stratified Sampling Estimate subdomains separately Arvo E k (f(x)) x 1 x N This is still unbiased Stratified Sampling E k (f(x)) x 1 x N

25 Stratified Sampling Less overall variance if less variance in subdomains E k (f(x)) x 1 x N More Information Veach PhD thesis chapter (linked to from website) Course Notes (links from website) Mathematical Models for Computer Graphics, Stanford, Fall 1997 State of the Art in Monte Carlo Methods for Realistic Image Synthesis, Course 29, SIGGRAPH 2001

26 Motivation General solution to rendering and global illumination Suitable for a variety of general scenes Based on Monte Carlo methods Enumerate all paths of light transport Monte Carlo Path Tracing Big diffuse light source, 20 minutes Jensen

27 Monte Carlo Path Tracing 1000 paths/pixel Jensen Monte Carlo Path Tracing Advantages Any type of geometry (procedural, curved,...) Any type of BRDF (specular, glossy, diffuse,...) Samples all types of paths (L(SD)*E) Accuracy controlled at pixel level Low memory consumption Unbiased - error appears as noise in final image Disadvantages (standard Monte Carlo problems) Slow convergence (square root of number of samples) Noise in final image

28 Monte Carlo Path Tracing Integrate radiance for each pixel by sampling paths randomly Eye Specular Surface Light Pixel x Diffuse Surface Simple Monte Carlo Path Tracer Step 1: Choose a ray (u,v,θ,φ ) [per pixel]; assign weight = 1 Step 2: Trace ray to find intersection with nearest surface Step 3: Randomly choose between emitted and reflected light Step 3a: If emitted, return weight * Le Step 3b: If reflected, weight *= reflectance Generate ray in random direction Go to step 2

29 Sampling Techniques Problem: how do we generate random points/directions during path tracing and reduce variance? Importance sampling (e.g. by BRDF) Stratified sampling Eye x Surface Outline Motivation and Basic Idea Implementation of simple path tracer Variance Reduction: Importance sampling Other variance reduction methods Specific 2D sampling techniques

30 Simplest Monte Carlo Path Tracer For each pixel, cast n samples and average over paths Choose a ray with p=camera, d=(θ,φ ) within pixel Pixel color += (1/n) * TracePath(p, d) TracePath(p, d) returns (r,g,b) [and calls itself recursively]: Trace ray (p, d) to find nearest intersection p Select with probability (say) 50%: Emitted: return 2 * (Le red, Le green, Le blue ) // 2 = 1/(50%) Reflected: generate ray in random direction d return 2 * f r (d d ) * (n d ) * TracePath(p, d ) Simplest Monte Carlo Path Tracer For each pixel, cast n samples and average Choose a ray with p=camera, d=(θ,φ ) within pixel Pixel color += (1/n) * TracePath(p, d) TracePath(p, d) returns (r,g,b) [and calls itself recursively]: Trace ray (p, d) to find nearest intersection p Select with probability (say) 50%: Emitted: Weight = 1/probability Remember: unbiased requires having f(x) / p(x) return 2 * (Le red, Le green, Le blue ) // 2 = 1/(50%) Reflected: generate ray in random direction d return 2 * f r (d d ) * (n d ) * TracePath(p, d )

31 Simplest Monte Carlo Path Tracer For each pixel, cast n samples and average Choose a ray with p=camera, d=(θ,φ ) within pixel Pixel color += (1/n) * TracePath(p, d) TracePath(p, d) returns (r,g,b) [and calls itself recursively]: Trace ray (p, d) to find nearest intersection p Select with probability (say) 50%: Emitted: return 2 * (Le red, Le green, Le blue ) // 2 = 1/(50%) Reflected: Path terminated when generate ray in random direction d Emission evaluated return 2 * f r (d d ) * (n d ) * TracePath(p, d )

32 Arnold Renderer (M. Fajardo) Works well diffuse surfaces, hemispherical light From CS 283(294) last year Daniel Ritchie and Lita Cho

33 Advantages and Drawbacks Advantage: general scenes, reflectance, so on By contrast, standard recursive ray tracing only mirrors This algorithm is unbiased, but horribly inefficient Sample emitted 50% of the time, even if emitted=0 Reflect rays in random directions, even if mirror If light source is small, rarely hit it Goal: improve efficiency without introducing bias Variance reduction using many of the methods discussed for Monte Carlo integration last week Subject of much interest in graphics in 90s till today Outline Motivation and Basic Idea Implementation of simple path tracer Variance Reduction: Importance sampling Other variance reduction methods Specific 2D sampling techniques

34 Importance Sampling Pick paths based on energy or expected contribution More samples for high-energy paths Don t pick low-energy paths At macro level, use to select between reflected vs emitted, or in casting more rays toward light sources At micro level, importance sample the BRDF to pick ray directions Tons of papers in 90s on tricks to reduce variance in Monte Carlo rendering Importance Sampling Can pick paths however we want, but contribution weighted by 1/probability Already seen this division of 1/prob in weights to emission, reflectance E(f(x)) x 1 x N

35 Simplest Monte Carlo Path Tracer For each pixel, cast n samples and average Choose a ray with p=camera, d=(θ,φ ) within pixel Pixel color += (1/n) * TracePath(p, d) TracePath(p, d) returns (r,g,b) [and calls itself recursively]: Trace ray (p, d) to find nearest intersection p Select with probability (say) 50%: Emitted: return 2 * (Le red, Le green, Le blue ) // 2 = 1/(50%) Reflected: generate ray in random direction d return 2 * f r (d d ) * (n d ) * TracePath(p, d ) Importance sample Emit vs Reflect TracePath(p, d) returns (r,g,b) [and calls itself recursively]: Trace ray (p, d) to find nearest intersection p If Le = (0,0,0) then p emit = 0 else p emit = 0.9 (say) If random() < p emit then: Emitted: return (1/ p emit ) * (Le red, Le green, Le blue ) Else Reflected: generate ray in random direction d return (1/(1- p emit )) * f r (d d ) * (n d ) * TracePath(p, d )

36 Importance sample Emit vs Reflect TracePath(p, d) returns (r,g,b) [and calls itself recursively]: Trace ray (p, d) to find nearest intersection p If Le = (0,0,0) then p emit = 0 else p emit = 0.9 (say) If random() < p emit then: Emitted: return (1/ p emit ) * (Le red, Le green, Le blue ) Else Reflected: generate ray in random direction d Can never be 1 unless Reflectance is 0 return (1/(1- p emit )) * f r (d d ) * (n d ) * TracePath(p, d ) Outline Motivation and Basic Idea Implementation of simple path tracer Variance Reduction: Importance sampling Other variance reduction methods Specific 2D sampling techniques

37 More variance reduction Discussed macro importance sampling Emitted vs reflected How about micro importance sampling Shoot rays towards light sources in scene Distribute rays according to BRDF One Variation for Reflected Ray Pick a light source Trace a ray towards that light Trace a ray anywhere except for that light Rejection sampling Divide by probabilities 1/(solid angle of light) for ray to light source (1 the above) for non-light ray Extra factor of 2 because shooting 2 rays

38

39 Monte Carlo Extensions Unbiased Bidirectional path tracing Metropolis light transport Biased, but consistent Noise filtering Adaptive sampling Irradiance caching Monte Carlo Extensions Unbiased Bidirectional path tracing Metropolis light transport Biased, but consistent Noise filtering Adaptive sampling Irradiance caching RenderPark

40 Monte Carlo Extensions Unbiased Bidirectional path tracing Metropolis light transport Biased, but consistent Noise filtering Adaptive sampling Irradiance caching Heinrich Monte Carlo Extensions Unbiased Bidirectional path tracing Metropolis light transport Biased, but consistent Noise filtering Adaptive sampling Irradiance caching Unfiltered Filtered Jensen

41 Monte Carlo Extensions Unbiased Bidirectional path tracing Metropolis light transport Biased, but consistent Noise filtering Adaptive sampling Irradiance caching Fixed Adaptive Ohbuchi Monte Carlo Extensions Unbiased Bidirectional path tracing Metropolis light transport Biased, but consistent Noise filtering Adaptive sampling Irradiance caching Jensen

42 Monte Carlo Path Tracing Image 2000 samples per pixel, 30 computers, 30 hours Jensen Outline Motivation and Basic Idea Implementation of simple path tracer Variance Reduction: Importance sampling Other variance reduction methods Specific 2D sampling techniques

43 2D Sampling: Motivation Final step in sending reflected ray: sample 2D domain According to projected solid angle Or BRDF Or area on light source Or sampling of a triangle on geometry Etc.

44 Sampling Upper Hemisphere Uniform directional sampling: how to generate random ray on a hemisphere? Option #1: rejection sampling Generate random numbers (x,y,z), with x,y,z in 1..1 If x 2 +y 2 +z 2 > 1, reject Normalize (x,y,z) If pointing into surface (ray dot n < 0), flip Sampling Upper Hemisphere Option #2: inversion method In polar coords, density must be proportional to sin θ((remember d(solid angle) = sin θ dθ dφ) Integrate, invert cos -1 So, recipe is Generate φ in 0..2π Generate z in 0..1 Let θ = cos -1 z (x,y,z) = (sin θ cos φ, sin θ sin φ, cos θ)

45 BRDF Importance Sampling Better than uniform sampling: importance sampling Because you divide by probability, ideally probability f r * cos θ i BRDF Importance Sampling For cosine-weighted Lambertian: Density = cos θ sin θ Integrate, invert cos -1 (sqrt) So, recipe is: Generate φ in 0..2π Generate z in 0..1 Let θ = cos -1 (sqrt(z))

46 BRDF Importance Sampling Phong BRDF: f r cos n α where α is angle between outgoing ray and ideal mirror direction Constant scale = k s (n+2)/(2π) Can t sample this times cos θ i Can only sample BRDF itself, then multiply by cos θ i That s OK still better than random sampling BRDF Importance Sampling Recipe for sampling specular term: Generate z in 0..1 Let α = cos -1 (z 1/(n+1) ) Generate φ α in 0..2π This gives direction w.r.t. ideal mirror direction Convert to (x,y,z), then rotate such that z points along mirror dir.

47 Summary Monte Carlo methods robust and simple (at least until nitty gritty details) for global illumination Must handle many variance reduction methods in practice Importance sampling, Bidirectional path tracing, Russian roulette etc. Rich field with many papers, systems researched over last 10 years

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

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

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

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

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

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

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

Monte Carlo Integration COS 323

Monte Carlo Integration COS 323 Monte Carlo Integration COS 323 Integration in d Dimensions? One option: nested 1-D integration f(x,y) g(y) y f ( x, y) dx dy ( ) = g y dy x Evaluate the latter numerically, but each sample of g(y) is

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

Monte Carlo Path Tracing. The Rendering Equation

Monte Carlo Path Tracing. The Rendering Equation Monte Carlo Path Tracing Today Path tracing starting from the eye Path tracing starting from the lights Which direction is best? Bidirectional ray tracing Random walks and Markov chains Next Irradiance

More information

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

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

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

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

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

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

Monte Carlo Integration COS 323

Monte Carlo Integration COS 323 Monte Carlo Integration COS 323 Last time Interpolatory Quadrature Review formulation; error analysis Newton-Cotes Quadrature Midpoint, Trapezoid, Simpson s Rule Error analysis for trapezoid, midpoint

More information

Monte Carlo Integration

Monte Carlo Integration Lecture 11: Monte Carlo Integration Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 Reminder: Quadrature-Based Numerical Integration f(x) Z b a f(x)dx x 0 = a x 1 x 2 x 3 x 4 = b E.g.

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

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013)

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013) Advanced Computer Graphics (Spring 2013 CS 283, Lecture 12: Recent Advances in Monte Carlo Offline Rendering Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Some slides/ideas courtesy Pat Hanrahan,

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

Global Illumination and Monte Carlo

Global Illumination and Monte Carlo Global Illumination and Monte Carlo MIT EECS 6.837 Computer Graphics Wojciech Matusik with many slides from Fredo Durand and Jaakko Lehtinen ACM. All rights reserved. This content is excluded from our

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

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

Numerical Integration

Numerical Integration Lecture 12: Numerical Integration (with a focus on Monte Carlo integration) Computer Graphics CMU 15-462/15-662, Fall 2015 Review: fundamental theorem of calculus Z b f(x)dx = F (b) F (a) a f(x) = d dx

More information

Monte Carlo Integration

Monte Carlo Integration Lecture 15: Monte Carlo Integration Computer Graphics and Imaging UC Berkeley Reminder: Quadrature-Based Numerical Integration f(x) Z b a f(x)dx x 0 = a x 1 x 2 x 3 x 4 = b E.g. trapezoidal rule - estimate

More information

Monte Carlo Path Tracing

Monte Carlo Path Tracing Page 1 Monte Carlo Path Tracing Today Path tracing Random wals and Marov chains Eye vs. light ray tracing Bidirectional ray tracing Next Irradiance caching Photon mapping Light Path Sx (, x) 0 1 f ( x,

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

Realistic Image Synthesis

Realistic Image Synthesis Realistic Image Synthesis - BRDFs and Direct ighting - Philipp Slusalle Karol Myszowsi Gurprit Singh Realistic Image Synthesis SS8 BRDFs and Direct ighting Importance Sampling Example Example: Generate

More information

INFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome!

INFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome! INFOMAGR Advanced Graphics Jacco Bikker - February April 2016 Welcome! I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Today s Agenda: Introduction Stratification Next Event Estimation Importance Sampling

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

MULTI-DIMENSIONAL MONTE CARLO INTEGRATION

MULTI-DIMENSIONAL MONTE CARLO INTEGRATION CS580: Computer Graphics KAIST School of Computing Chapter 3 MULTI-DIMENSIONAL MONTE CARLO INTEGRATION 2 1 Monte Carlo Integration This describes a simple technique for the numerical evaluation of integrals

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

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

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

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

13 Distribution Ray Tracing

13 Distribution Ray Tracing 13 In (hereafter abbreviated as DRT ), our goal is to render a scene as accurately as possible. Whereas Basic Ray Tracing computed a very crude approximation to radiance at a point, in DRT we will attempt

More information

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth Paths, diffuse interreflections, caching and radiometry D.A. Forsyth How we got here We want to render diffuse interreflections strategy: compute approximation B-hat, then gather B = E +(ρk)e +(ρk)( ˆB

More information

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012) Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry http://inst.eecs.berkeley.edu/~cs184 Overview Lighting and shading key in computer graphics HW 2 etc. ad-hoc shading models,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Lighting and Shading

Lighting and Shading Lighting and Shading Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows Local Shading: Notation light intensity in,

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

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 10: Ground Truth Welcome! Today s Agenda: Limitations of Whitted-style Ray Tracing Monte Carlo Path Tracing INFOGR Lecture 10 Ground Truth

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

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

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

CS 563 Advanced Topics in Computer Graphics Monte Carlo Integration: Basic Concepts. by Emmanuel Agu

CS 563 Advanced Topics in Computer Graphics Monte Carlo Integration: Basic Concepts. by Emmanuel Agu CS 563 Advanced Topics in Computer Graphics Monte Carlo Integration: Basic Concepts by Emmanuel Agu Introduction The integral equations generally don t have analytic solutions, so we must turn to numerical

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

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

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

rendering equation camera all

rendering equation camera all 1 Even the most recent existing methods are either not good at or not capable of handling complex illumination, such as reflected caustics on the floor. In this work we will show how to combine the strengths

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

TDA361/DIT220 Computer Graphics, January 15 th 2016

TDA361/DIT220 Computer Graphics, January 15 th 2016 TDA361/DIT220 Computer Graphics, January 15 th 2016 EXAM (Same exam for both CTH- and GU students) Friday January 15 th, 2016, 8.30 12.30 Examiner Ulf Assarsson, tel. 0701-738535 Permitted Technical Aids

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

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

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008) Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Radiance Power per unit projected area perpendicular to the ray per unit solid angle in

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. 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

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

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

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

Anti-aliasing and Monte Carlo Path Tracing. Brian Curless CSE 557 Autumn 2017

Anti-aliasing and Monte Carlo Path Tracing. Brian Curless CSE 557 Autumn 2017 Anti-aliasing and Monte Carlo Path Tracing Brian Curless CSE 557 Autumn 2017 1 Reading Required: Marschner and Shirley, Section 13.4 (online handout) Pharr, Jakob, and Humphreys, Physically Based Ray Tracing:

More information

In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple

In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple 1 In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple times) until they are absorbed. On their way, they

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

Anti-aliasing and Monte Carlo Path Tracing

Anti-aliasing and Monte Carlo Path Tracing Reading Required: Anti-aliasing and Monte Carlo Path Tracing Brian Curless CSE 557 Autumn 2017 Marschner and Shirley, Section 13.4 (online handout) Pharr, Jakob, and Humphreys, Physically Based Ray Tracing:

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

Global Illumination and the Rendering Equation

Global Illumination and the Rendering Equation CS294-13: Special Topics Lecture #3 Advanced Computer Graphics University of California, Berkeley Handout Date??? Global Illumination and the Rendering Equation Lecture #3: Wednesday, 9 September 2009

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

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing Lecture 11 Ray tracing Introduction Projection vs. ray tracing Projection Ray tracing Rendering Projection vs. ray tracing Projection Ray tracing Basic methods for image generation Major areas of computer

More information

Today. Anti-aliasing Surface Parametrization Soft Shadows Global Illumination. Exercise 2. Path Tracing Radiosity

Today. Anti-aliasing Surface Parametrization Soft Shadows Global Illumination. Exercise 2. Path Tracing Radiosity Today Anti-aliasing Surface Parametrization Soft Shadows Global Illumination Path Tracing Radiosity Exercise 2 Sampling Ray Casting is a form of discrete sampling. Rendered Image: Sampling of the ground

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

Physically Realistic Ray Tracing

Physically Realistic Ray Tracing Physically Realistic Ray Tracing Reading Required: Watt, sections 10.6,14.8. Further reading: A. Glassner. An Introduction to Ray Tracing. Academic Press, 1989. [In the lab.] Robert L. Cook, Thomas Porter,

More information

Distribution Ray Tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell

Distribution Ray Tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Distribution Ray Tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Reading Required: Watt, sections 10.6,14.8. Further reading: A. Glassner. An Introduction to Ray

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global

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

Variance Reduction. Computer Graphics CMU /15-662, Fall 2016

Variance Reduction. Computer Graphics CMU /15-662, Fall 2016 Variance Reduction Computer Graphics CMU 15-462/15-662, Fall 2016 Last time: Rendering Equation Recursive description of incident illumination Difficult to integrate; tour de force of numerical integration

More information

Distributed Ray Tracing

Distributed Ray Tracing CT5510: Computer Graphics Distributed Ray Tracing BOCHANG MOON Distributed Ray Tracing Motivation The classical ray tracing produces very clean images (look fake) Perfect focus Perfect reflections Sharp

More information

Spherical Harmonic Lighting: The Gritty Details Robin Green

Spherical Harmonic Lighting: The Gritty Details Robin Green Spherical Harmonic Lighting: The Gritty Details Robin Green R&D Programmer Sony Computer Entertainment America What This Talk Is About Advanced Lecture Explicit equations will be shown This talk is one

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

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface. Lighting and Photometric Stereo CSE252A Lecture 7 Announcement Read Chapter 2 of Forsyth & Ponce Might find section 12.1.3 of Forsyth & Ponce useful. HW Problem Emitted radiance in direction f r for incident

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

Lecture 10: Ray tracing

Lecture 10: Ray tracing Interactive Computer Graphics Lecture 10: Ray tracing Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Direct and Global Illumination Direct illumination:

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

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

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

Reading. 8. Distribution Ray Tracing. Required: Watt, sections 10.6,14.8. Further reading:

Reading. 8. Distribution Ray Tracing. Required: Watt, sections 10.6,14.8. Further reading: Reading Required: Watt, sections 10.6,14.8. Further reading: 8. Distribution Ray Tracing A. Glassner. An Introduction to Ray Tracing. Academic Press, 1989. [In the lab.] Robert L. Cook, Thomas Porter,

More information

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths

More information