Interactive Radiosity Using Mipmapped Texture Hardware

Size: px
Start display at page:

Download "Interactive Radiosity Using Mipmapped Texture Hardware"

Transcription

1 Eurographics Workshop on Rendering (2002), pp. 1 6 Paul Debevec and Simon Gibson (Editors) Interactive Radiosity Using Mipmapped Texture Hardware Eric B. Lum Kwan-Liu Ma Nelson Max Department of Computer Science, University of California Davis Abstract We present a method for interactive radiosity using mipmapped textures as a multiresolution representation of patch hierarchies. The texture representation allows for the use of highly refined patches without the geometric overhead of polygon-based techniques. Mipmapping acts as a hardware accelerated oracle mechanism for the dynamic linking of patch hierarchies. Using a single PC, we are able to achieve sub-second radiosity for a model with over ten-thousand patches. 1. Introduction The radiosity method generates realistic images by solving the rendering equation 13 for Lambertian surfaces. Once a radiosity solution is found, graphics hardware can be used to render the scene, changing the viewpoint at interactive rates. On many occasions, however, it is desirable to be able to change parameters other than viewpoint, such as material or light properties, or to add, remove, or move lights and objects. Much work has been devoted to incremental techniques to accelerate the process of calculating the radiosity solution in such dynamic environments Our work differs in that in our interactive technique provides recalculation of the entire radiosity solution from scratch, making no assumptions about types of changes, and therefore allows for arbitrary changes to be made. Of particular relevance to our work is the technique describe by Hanrahan et al. 11 that uses a subdivision hierarchy of patches. We present a method for interactive radiosity using mipmapped textures as a multiresolution representation of patch hierarchies. Mipmap textures are created that encode the patch IDs each texel represents. Every patch at each refinement level is assigned a unique ID. This ID is encoded as a red, green, blue, alpha set that is later rendered to the frame buffer during the calculation of form factors. Thus, any given RGBA color can be decoded to a specific polygon, patch hierarchy level, and patch. (In our implementation colors are stored using 32-bits which limits the total number of subdivision patches to just over 4 billion.) The use of textures allows for the use of highly refined patch hierarchies that can capture subtle shading features, without the geometric overhead in data structures and polygon transmission and setup of a polygon-based representation. Mipmapping on the other hand acts as a hardware accelerated oracle mechanism for the dynamic linking of patch hierarchies. This technique permits high quality radiosity calculations with the speed advantages that come from the use of graphics hardware. In particular, using this technique we can calculate radiosity solutions, with over ten of thousand patches, in under a second on a 1.6 Ghz PC with a GeForce3 card. 2. Related Work The radiosity of a surface is the radiant power or flux (often, and here also, simply called energy) per unit area leaving a diffuse surface. Radiosity methods divide the surfaces in an environment into discrete patches, each with an unknown radiosity B i, and solve the following energy balance equations expressing the flux leaving patch i as the sum of its emissive flux (for light sources) plus the reflected flux, computed as a linear combination of the radiosities of all the other patches. A i B i = A i E i + ρ i A j B j F ji j Here ρ i is the reflectivity of patch i, E i is its emissivity, and A i is its area. (The area factors are required to convert radiosity into total flux over the whole area of the patch.) The "form factor" F ji from patch j to patch i is the fraction of the flux leaving patch j that arrives at patch i. See 6 and 20 for further details. Cohen et al. 5 developed the hardware-based hemicube method of computing these form factors by placing a cube

2 2 Lum, Ma and Max / Interactive Radiosity Using Mipmapped Texture Hardware at the surface of one of the patches, with its top face parallel to the surface. The top face, and half of each of the side faces, become windows for hardware rendering. Each pixel in these windows has a precomputed "delta form factor" expressing the fraction of the flux leaving in the direction of the pixel s solid angle. All the other patches are rendered into these windows with colors representing unique patch IDs. The image is read back from the frame buffer, and the flux fraction represented by the delta form factor of each pixel is summed into the form factor represented by the pixel s ID value. Our innovation is to render the ID values using texture maps, with the GL_NEAREST_MIPMAP_NEAREST setting, so that the polygon ID, refinement level, and patch ID are written directly to the color buffer without texture interpolation. Hanrahan et al. 11 describe how multilevel patch hierarchies can be used, with source and receiver patches treated at varying levels-of-detail. Their methods allow for the efficient solving of a radiosity solution by linking source and receiver patches at appropriate hierarchy levels. They use an oracle function for determining the linking of nodes that is based on an estimate of unoccluded form factors. Similar to our use of texture-maps to store form factor IDs, Max and Allison 16 use Gouraud shading hardware to interpolate basis functions along triangular elements. Our work differs from theirs in that the textures used in our work are rendered perspectively correct by modern texture mapping hardware, while mipmapping provides antialiasing. Fernando et al. 8 use mipmaps for the estimation of projected texel area for the generation of adaptive shadowmaps. This shares similarities with the use of mipmaps for the linking of patch hierarchies. Gershbein et al. 9 treat reflectivity and emissivity textures with wavelets that are an enhancement of the ideas of hierarchical radiosity. They project both the incoming irradiance and the reflectivity texture onto the wavelet basis functions at the various levels of resolution and maintain only those levels that the interaction oracle determines are necessary. They use a gathering iteration and do not take advantage of hardware. In contrast, we do progressive "shooting" and use hardware textures for patch IDs. Keller 14 describes a technique he calls instant radiosity which does particle shooting from light sources determined using quasi-monte Carlo integration for the starting position and direction of the particle, and then path tracing for subsequent bounces. Then hardware rendering with shadows is performed from the desired viewpoint, as lit from each particle start or bounce point, and these images are summed in an accumulation buffer. The result is an image from a single viewpoint, rather than a radiosity solution good for an arbitrary viewpoint. Heckbert 12 and Chen et al. 2 have used textures to record caustic maps, both for final rendering and for further light propagation. We do not consider specular reflection or transmission so we do not use caustic textures. Chen et al. 2 also do a final gather of their progressive radiosity solution, and we could use texture maps to do a similar final gather in hardware (see the future work section below). Myszkowski and Kunii 17 and others have used textures to speed up the final rendering of a radiosity solution, and our texture-based radiosity solution also benefits from the same rendering speed-up. Soler and Sillion 23 have used textures from the convolution-based shadow method of Max 15 and Soler and Sillion 22, integrated into a hierarchical radiosity method with clustering This is a different approximation to the partial visibility determination, which requires software intervention for the convolution step. However, they get very good performance, and their integration with clustering goes beyond what we have attempted. Section 2.2 of Soler and Sillion 23 surveys other related uses of textures in radiosity. 3. The Technique We have applied our mipmap technique to progressive radiosity shooting, as in Cohen et al. 4, with modifications to accommodate efficiently the subdivision hierarchy. With shooting, the radiosity B and unshot radiosity B for all patches are initialized to the emissivity, which is zero except at the light sources. Then a succession of shooting patches P i are chosen, and the energy of all patches is updated by shooting unshot energy from P i to all other patches. Shooting is typically performed by the following steps: 1. Select the shooting patch P i based on an unshot power criterion. 2. Calculate "column" form factors from that patch 3. Update the radiosity and unshot radiosity of receiving patches as described by B j = B j + ρ j F ij A i A j B i B i = 0 B j = B j + ρ j F ij A i A j B i where B is the patch radiosity, B is the unshot radiosity, i is the shooting patch, j is a receiving patch, ρ j is the reflectivity of patch j, and F ij is the form factor from patch i to patch j. In order to accommodate the mipmap hierarchy several changes are made to the algorithm. First, the shooting patch is selected using a greedy heuristic, described in Section 4.2, that delays push-pull operations on the hierarchies. The hemicube 5 is used with shooting patch size and resolution adapted based on the unshot energy of the patch hierarchy. During the form factor calculation step, the mipmapped texture IDs are used not only to calculate form factors, but also

3 Lum, Ma and Max / Interactive Radiosity Using Mipmapped Texture Hardware 3 to provide linking between the shooting patch and receiving patches at adapted subdivision levels. Finally, for the "update radiosity" step, rather than updating the radiosity B and unshot radiosity B, only an unpushed radiosity I is updated, that is subsequently used to update the B and B terms during the delayed push-pull operation. This is discussed in Section 4.1. The role of mipmapping can be thought of as a multiresolution patch linking oracle, or it can be treated as a simple antialiasing mechanism. For a patch linking point of view, mipmapping has the effect of linking a shooting patch to receiving patches at subdivision levels such that each receiving patch projects to a uniform number of elements on the hemicube. Those patches with small form factor value, projecting to sub-pixel size in the hemicube, get merged to a coarser node in the hierarchy, while those patches that project to a large number of elements are refined further. In addition, we use a lower resolution hemicube when shooting less unshot power, resulting in polygons projecting to less area on the screen, and thus resulting in coarser mipmap levels. The overall effect is that source to receiver links have relatively uniform unshot energy, so that computation is evenly distributed based on energy contribution to the radiosity solution. From a sampling perspective, mipmapping provides antialiasing of the regularly sampled hemicube. The highly refined patches we use in our work make antialiasing particularly important. With traditional hemicube-based methods, if the hemicube is not calculated at sufficiently high resolutions, streaking artifacts from aliasing can occur. With our method, if a low resolution hemicube is used, the quality of the rendering degrades much more gracefully, yielding softer shadows, rather than streaky artifacts. Thus, patches can be refined to very fine levels, without the strict requirement of using a high resolution hemicube. 4. Implementation Details 4.1. Hierarchy Updating For each polygon a quadtree patch hierarchy is stored. Each patch contains the radiosity B, the unshot radiosity B, and the unpushed radiosity I. During shooting only the I part of each node is updated, which is used later during the delayed push-pull operations. In addition to the hierarchy, for each polygon the total unshot power is stored and kept upto-date during the shooting process, in order to guide the choice of the next shooting polygon, as described in the next section. When patch i is shot, a hemicube is placed at a jittered sample within its area, and the scene is rendered using the ID textures. The ID values in the retrieved frame buffer are read in scanline order. Whenever a run of identical ID values terminates, the polygon p and its hierarchical patch j are retrieved from the ID. The sum of the pixel delta form factors A for the run is multiplied by the factors ρ i p A j and added to the I j for the patch, and it is also multiplied by ρ pa i and added to the total unshot power for polygon p. The push-pull operation described in 11 consists of pushing the received radiosity I to the leaves of the hierarchy by adding radiosity received at higher levels and then pulling energy toward the root by averaging the reflected radiosity from lower levels. Before shooting, a push-pull must occur so that the push-pull I values can be added to the B and B parts of all nodes in the hierarchy. Applying a push-pull to all polygons can be expensive since the cost of the operation is proportional to total number of patches, so the number of push-pulls should be minimized Selection of Shooting Patch Typically, the shooting patch selected is the patch with the highest unshot energy. The use of patch hierarchies makes this much more difficult because of the sheer number of patches, as well as the fact the unshot power isn t necessarily "known" for a given patch, since the push-pull operation may not have occurred. To avoid a push-pull operation on all patches, the shooting patch is chosen using an approximate greedy selection criteria as follows: 1. Select the polygon with greatest unshot power and apply push-pull 2. Recursively traverse down the patch hierarchy from the root in a greedy manner, following the patch with the greatest unshot power 3. Stop just before the unshot power or size of child patches reaches below threshold, and shoot Although this method does not find the optimal shooting patch, in practice we have found it to work well, and it only requires one push-pull operation per shooting polygon. Further push-pulls can be avoided by selecting patches from the same polygon for consecutive shooting iterations. Since texture memory is limited, it can be impractical to create a high resolution mipmap ID texture for every polygon in a scene. Fortunately this can be avoided by storing the patch ID within a polygon in the lower bits of the texture color (zeroing the higher bits), and the polygon ID in the higher bits of the interpolated color (zeroing the lower bits). Then, when ID rendering is performed, color blending between polygon color and texture color can be used to render polygons with colors that contain both the polygon and patch ID Monte Carlo Modifications Using mipmaps reduces aliasing by ensuring that patches are not skipped when sampled with a hemicube of lower resolution. Rather than skipping high resolution patches, coarser resolution patches are used. By default, this results in approximately a one-to-one mapping of hemicube pixel and

4 4 Lum, Ma and Max / Interactive Radiosity Using Mipmapped Texture Hardware patches; in other words, most patch appear as a single element on the hemicube. It is desirable to have patches map to several pixels on the hemicube for more accurate form factor calculations. This can be accomplished by adjusting the level-of-detail(lod) bias 10 of a texture, which has the effect of adding an offset to which mipmap level is used. Some streaking artifacts can occur, however, because neighboring patches can be mapped to a different number of hemicube pixels. For example, if the level-of-detail is biased so that patches on average map to approximately four hemicube pixels, rows of dark patches that map to three pixels and receive less energy can occur. We apply Monte Carlo techniques to reduce such artifacts. Jittering the shooting position and using more finely subdivided shooting patches stratifies the hemicube position, permitting the hemicube resolutions to be kept low while keeping aliasing to a minimum. It also improves the rendering of shadow penumbras. If a lower resolution hemicube, with finer shooting patches is used, the size of the sampling kernel should be reduced as described in the next subsection; otherwise the large kernel from a low resolution hemicube can yield overly soft shadows. To reduce artifacts that can occur from the regularly spaced hemicube sampling of regularly spaced patches, we jitter the size and rotation of the hemicube as well Sample Kernel shape By varying the level-of-detail bias of the mipmap ID textures, and applying image processing operations to the patch hierarchies, the size and shape of the hemicube sampling kernel is varied. With the default LOD bias of zero, each patch is mapped to approximately one texel on the hemicube. By reducing the LOD bias, coarser mipmap levels are used, widening the hemicube sampling kernel. In this case, however, the value of the shooting kernel itself is constant. A second way to widen the kernel and give it a non-uniform shape, is to filter the unpushed radiosity prior to the pushpull operations. Convolution of unpushed radiosity hierarchy with a kernel is equivalent to using that shape kernel in the receiving stage. For the scenes rendered in the results section, we used a LOD bias of one, with filtering by a 3 by 3 Gaussian filter. Using a wider kernel reduces aliasing and accelerates computation, while a narrower kernel can yield sharper shadows, but requires higher resolution sampling to avoid aliasing. 5. Results We evaluated our technique using a low-cost PC with an AMD 1.6 Ghz Athlon XP processor, 512 megabyte of memory, and Nvidia GeForce 3 Ti 500 graphics card. Hemicube faces were rendered one at a time to different parts of the frame buffer and read back in a single operation. The radiosity solution seen in Figure 1 was generated in 0.75 seconds with an additional 0.2 seconds required for push-pull and color texture generation for the image to be displayed. The scene consists of 402 polygons and 13,742 patches. Notice the well defined shadows under the chairs, as well as the green and red reflected lighting under the table. The scene in Figure 2 contains 3138 polygons, and 27,382 patches. It was rendered in 4.4 seconds, with 4.0 seconds required for calculating the radiosity solution and 0.4 seconds used for the push-pull operation and display. Color bleeding is visible on the ceiling, while the closer chairs have a bluish hue from wall light reflections. Also notice the subtle shadows under the table. Since our technique uses shooting, the radiosity solution can be viewed progressively for better interactivty. This can be seen in the accompanying video, which shows lights, objects, and viewpoint being changed at multiple frame per second. 6. Conclusion We have presented a method that facilitates the interactive calculation of radiosity solutions, permitting arbitrary changes to a scene. We introduce the use of mipmapping as a hardware accelerated oracle for calculating form factors of multi-resolution patch hierarchies. Our technique can be used for calculating radiosity solutions with extremely refined patch hierarchies since it lacks the overhead of polygon-based representations, and has antialiasing in the form of mipmaps. 7. Future Work Currently, we save reflected radiosity in I, which is not very efficient since none of our polygons have reflectivity textures. We could easily handle reflectivity and emissivity textures within our framework, and save incident irradiance during the shooting process, as in 9. We would then need to look up the reflectivity texture only when the leaves were reached in the delayed push-pull process. The CPU spends some idle time while the graphics pipeline generates and reads back the ID images. If we added multithreading, we could be using this time to process the information from the previous ID image. We are using OpenGL immediate mode to repeatedly transmit our models to the graphics pipeline. Since the geometry does not change during multiple hemicube renderings, we might be able gain some speed using vertex arrays for the geometry, polygon ID colors, and ID texture coordinates, or display lists which stay on the graphics card. Radiosity accuracy and appearance can often be improved by a final gathering step at each vertex, pixel, or texel, but this can be very slow, as in 2. Our hardware texture mapping approach can speed up gathering as well as shooting,

5 Lum, Ma and Max / Interactive Radiosity Using Mipmapped Texture Hardware 5 by computing the form factors for each gather using the mipmapped texture ID s, and gathering the radiosity from the patches at the appropriate resolution levels. Alternatively, the patch radiosities could be recorded in a color texture map of the sort used in the final rendering of our current interactive system, and then gathered as an incoming irradiance by directly imaging these colors, as in 16. To handle the dynamic range needed to include the bright light sources, we could either do a separate pass for the light sources, as in 16, or use the high dynamic range textures proposed by Cohen et al. 3. Figure 1: The radiosity solution shown was calculated in 0.95 seconds using 13,742 patches. 2. CHEN, S. E., RUSHMEIER, H. E., MILLER, G., AND TURNER, D. A progressive multi-pass method for global illumination. In Computer Graphics (Proceedings of SIGGRAPH 91) (Las Vegas, Nevada, July 1991), vol. 25, pp ISBN X. 3. COHEN, J., TCHOU, C., HAWKINS, T., AND DE- BEVEC, P. Real-time high-dynamic range texture mapping. In Rendering Techniques 2001: 12th Eurographics Workshop on Rendering (June 2001), Eurographics, pp ISBN COHEN, M., CHEN, S.E.,WALLACE, J.R., AND GREENBERG, D. P. A progressive refinement approach to fast radiosity image generation. In SIGGRAPH 88 Conference Proceedings (August 1988), pp COHEN, M., AND GREENBERG, D. P. The hemi-cube. In SIGGRAPH 85 Conference Proceedings (August 1985), pp COHEN, M.F.,AND WALLACE, J.R. Radiosity and Realistic Image Synthesis. Morgan Kaufmann, DRETTAKIS, G., AND SILLION, F. X. Interactive update of global illumination using a line-space hierarchy. In Proceedings of SIGGRAPH 97 (Los Angeles, California, August 1997), Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH / Addison Wesley, pp ISBN FERNANDO, R., FERNANDEZ,S.AND BALA, K., AND GREENBERG, D. P. Adaptive shadow maps. In SIG- GRAPH 01 Conference Proceedings (August 2001), pp GERSHBEIN, R., SCHRÖDER, P., AND HANRAHAN, P. Textures and radiosity: Controlling emission and reflection with texture maps. In SIGGRAPH 94 Conference Proceedings (August 1994), pp GL_Ext_texture_lod_bias, OpenGL extension registry. /texture_lod_bias.txt. Figure 2: This radiosity solution shown was calculated in 4.4 seconds using 27,382 patches. References 1. CHEN, S. E. Incremental radiosity: An extension of progressive radiosity to an interactive image synthesis system. In Computer Graphics (Proceedings of SIGGRAPH 90) (Dallas, Texas, August 1990), vol. 24, pp ISBN HANRAHAN,P.,SALZMAN, D., AND AUPPERELE,L. A rapid hierachical radiosity algorithm. In SIGGRAPH 91 Conference Proceedings (August 1992), pp HECKBERT, P. S. Adaptive radiosity textures for bidirectional ray tracing. In Computer Graphics (Proceedings of SIGGRAPH 90) (Dallas, Texas, August 1990), vol. 24, pp ISBN KAJIYA, J. T. The rendering equation. In SIGGRAPH 86 Conference Proceedings (August 1986), pp KELLER, A. Instant radiosity. In SIGGRAPH 97 Conference Proceedings (August 1997), pp

6 6 Lum, Ma and Max / Interactive Radiosity Using Mipmapped Texture Hardware 15. MAX, N. Unified sun and sky illumination for shadows under trees. In CGVIP: Graphical Models and Image Processing (1991), vol. 53, pp MAX, N.L.,AND ALLISON, M.J. Linear radiosity approximation using vertex-to-vertex form factors. Addison Wesley, 1992, ch. VI-9, pp MYSZKOWSKI, K., AND KUNII, T. L. Texture mapping as an alternative for meshing during walkthrough animation. In Fifth Eurographics Workshop on Rendering (1994), pp SCÖFFEL, F. Online radiosity in interactive virtual reality applications. In ACM symposium on Virtual reality software and technology (1997), pp SILLION, F. X., AND DRETTAKIS, G. Feature-based control of visibility error: A multi-resolution clustering algorithm for global illumination. In Computer Graphics (Proceedings of SIGGRAPH 95) (1995), pp SILLION,F.X.,AND PUECH,C.Radiosity and Global Illumination. Morgan Kaufmann, SMITS, B., ARVO, J., AND GREENBERG, D. A clustering algorithm for radiosity in complex environments. In Computer Graphics (Proceedings of SIGGRAPH 94) (1994), pp SOLER, C., AND SILLION, F. X. Fast calculation of soft shadow textures using convolution. In Computer Graphics (Proceedings of SIGGRAPH 98) (1998), pp SOLER, C., AND SILLION, F. X. Texture-based visibility for efficient lighting simulation. In ACM Transactions on Graphics (2000), vol. 19, pp WALLACE, J. R., ELMQUIST, K.A., AND HAINES, E. A. A ray tracing algorithm for progressive radiosity. In Computer Graphics (Proceedings of SIGGRAPH 89) (Boston, Massachusetts, July 1989), vol. 23, pp

Fast Texture Based Form Factor Calculations for Radiosity using Graphics Hardware

Fast Texture Based Form Factor Calculations for Radiosity using Graphics Hardware Fast Texture Based Form Factor Calculations for Radiosity using Graphics Hardware Kasper Høy Nielsen Niels Jørgen Christensen Informatics and Mathematical Modelling The Technical University of Denmark

More information

CS770/870 Spring 2017 Radiosity

CS770/870 Spring 2017 Radiosity Preview CS770/870 Spring 2017 Radiosity Indirect light models Brief radiosity overview Radiosity details bidirectional reflectance radiosity equation radiosity approximation Implementation details hemicube

More information

CS770/870 Spring 2017 Radiosity

CS770/870 Spring 2017 Radiosity CS770/870 Spring 2017 Radiosity Greenberg, SIGGRAPH 86 Tutorial Spencer, SIGGRAPH 93 Slide Set, siggraph.org/education/materials/hypergraph/radiosity/radiosity.htm Watt, 3D Computer Graphics -- Third Edition,

More information

Interactive Rendering of Globally Illuminated Glossy Scenes

Interactive Rendering of Globally Illuminated Glossy Scenes Interactive Rendering of Globally Illuminated Glossy Scenes Wolfgang Stürzlinger, Rui Bastos Dept. of Computer Science, University of North Carolina at Chapel Hill {stuerzl bastos}@cs.unc.edu Abstract.

More information

Global Illumination and Radiosity

Global Illumination and Radiosity Global Illumination and Radiosity CS434 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g.,

More information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1) Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects

More information

A Framework for Global Illumination in Animated Environments

A Framework for Global Illumination in Animated Environments A Framework for Global Illumination in Animated Environments Jeffry Nimeroff 1 Julie Dorsey 2 Holly Rushmeier 3 1 University of Pennsylvania, Philadelphia PA 19104, USA 2 Massachusetts Institute of Technology,

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

Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity

Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity Cyril Soler, François X. Sillion To cite this version: Cyril Soler, François X. Sillion. Automatic Calculation of Soft Shadow

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

ANTI-ALIASED HEMICUBES FOR PERFORMANCE IMPROVEMENT IN RADIOSITY SOLUTIONS

ANTI-ALIASED HEMICUBES FOR PERFORMANCE IMPROVEMENT IN RADIOSITY SOLUTIONS ANTI-ALIASED HEMICUBES FOR PERFORMANCE IMPROVEMENT IN RADIOSITY SOLUTIONS Naga Kiran S. P. Mudur Sharat Chandran Nilesh Dalvi National Center for Software Technology Mumbai, India mudur@ncst.ernet.in Indian

More information

Advanced Computer Graphics CS 563: Screen Space GI Techniques: Real Time

Advanced Computer Graphics CS 563: Screen Space GI Techniques: Real Time Advanced Computer Graphics CS 563: Screen Space GI Techniques: Real Time William DiSanto Computer Science Dept. Worcester Polytechnic Institute (WPI) Overview Deferred Shading Ambient Occlusion Screen

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

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

Introduction. Chapter Computer Graphics

Introduction. Chapter Computer Graphics Chapter 1 Introduction 1.1. Computer Graphics Computer graphics has grown at an astounding rate over the last three decades. In the 1970s, frame-buffers capable of displaying digital images were rare and

More information

Rendering Hair-Like Objects with Indirect Illumination

Rendering Hair-Like Objects with Indirect Illumination Rendering Hair-Like Objects with Indirect Illumination CEM YUKSEL and ERGUN AKLEMAN Visualization Sciences Program, Department of Architecture Texas A&M University TR0501 - January 30th 2005 Our method

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

Real Time Rendering. CS 563 Advanced Topics in Computer Graphics. Songxiang Gu Jan, 31, 2005

Real Time Rendering. CS 563 Advanced Topics in Computer Graphics. Songxiang Gu Jan, 31, 2005 Real Time Rendering CS 563 Advanced Topics in Computer Graphics Songxiang Gu Jan, 31, 2005 Introduction Polygon based rendering Phong modeling Texture mapping Opengl, Directx Point based rendering VTK

More information

A Clustering Algorithm for Radiance Calculation In General Environments

A Clustering Algorithm for Radiance Calculation In General Environments A Clustering Algorithm for Radiance Calculation In General Environments François Sillion, George Drettakis, Cyril Soler MAGIS Abstract: This paper introduces an efficient hierarchical algorithm capable

More information

Accelerated Ambient Occlusion Using Spatial Subdivision Structures

Accelerated Ambient Occlusion Using Spatial Subdivision Structures Abstract Ambient Occlusion is a relatively new method that gives global illumination like results. This paper presents a method to accelerate ambient occlusion using the form factor method in Bunnel [2005]

More information

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render

More information

Radiosity. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen

Radiosity. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen Radiosity Radiosity Concept Global computation of diffuse interreflections among scene objects Diffuse lighting changes fairly slowly across a surface Break surfaces up into some number of patches Assume

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

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

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

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

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

Advanced Computer Graphics CS 563: Making Imperfect Shadow Maps View Adaptive. Frederik Clinck lie

Advanced Computer Graphics CS 563: Making Imperfect Shadow Maps View Adaptive. Frederik Clinck lie Advanced Computer Graphics CS 563: Making Imperfect Shadow Maps View Adaptive Frederik Clinckemaillie Computer Science Dept. Worcester Polytechnic Institute (WPI) Background: Virtual Point Lights Simulates

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

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

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

A Survey of Radiosity and Ray-tracing. Methods in Global Illumination

A Survey of Radiosity and Ray-tracing. Methods in Global Illumination A Survey of Radiosity and Ray-tracing Methods in Global Illumination Submitted by Ge Jin 12 th Dec 2000 To Dr. James Hahn Final Project of CS368 Advanced Topics in Computer Graphics Contents Abstract...3

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Soft Shadows: Heckbert & Herf. Soft shadows. Heckbert & Herf Soft Shadows. Cornell University CS 569: Interactive Computer Graphics.

Soft Shadows: Heckbert & Herf. Soft shadows. Heckbert & Herf Soft Shadows. Cornell University CS 569: Interactive Computer Graphics. Soft Shadows: Heckbert & Herf Soft shadows [Michael Herf and Paul Heckbert] Cornell University CS 569: Interactive Computer Graphics Figure : Hard shadow images from 2 2 grid of sample points on light

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

Practical Shadow Mapping

Practical Shadow Mapping Practical Shadow Mapping Stefan Brabec Thomas Annen Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken, Germany Abstract In this paper we propose several methods that can greatly improve

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

Realtime Shading of Folded Surfaces

Realtime Shading of Folded Surfaces Realtime Shading of Folded Surfaces B.Ganster R. Klein M. Sattler R. Sarlette {ganster, rk, sattler, sarlette}@cs.uni-bonn.de University of Bonn Institute of Computer Science II Computer Graphics Römerstrasse

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

Introduction to Radiosity

Introduction to Radiosity Introduction to Radiosity Produce photorealistic pictures using global illumination Mathematical basis from the theory of heat transfer Enables color bleeding Provides view independent representation Unfortunately,

More information

https://ilearn.marist.edu/xsl-portal/tool/d4e4fd3a-a3...

https://ilearn.marist.edu/xsl-portal/tool/d4e4fd3a-a3... Assessment Preview - This is an example student view of this assessment done Exam 2 Part 1 of 5 - Modern Graphics Pipeline Question 1 of 27 Match each stage in the graphics pipeline with a description

More information

Hemi-Cube Ray-Tracing: A Method for Generating Soft Shadows

Hemi-Cube Ray-Tracing: A Method for Generating Soft Shadows EUROGRAPHICS 90 / C.E. Vandoni and D.A Duce (Editors) Elsevier Science Publishers B.V. (North-Holland) Eurographics Association, 1990 365 Hemi-Cube Ray-Tracing: A Method for Generating Soft Shadows Urs

More information

Grouping of Patches in Progressive Radiosity

Grouping of Patches in Progressive Radiosity Grouing of Patches in Progressive Radiosity Arjan J.F. Kok * Abstract The radiosity method can be imroved by (adatively) grouing small neighboring atches into grous. Comutations normally done for searate

More information

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other

More information

Computer Graphics 10 - Shadows

Computer Graphics 10 - Shadows Computer Graphics 10 - Shadows Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Shadows Overview Projective shadows Shadow textures Shadow volume Shadow map Soft

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

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

Stencil Shadow Volumes

Stencil Shadow Volumes Helsinki University of Technology Telecommunications Software and Multimedia Laboratory T-111.500 Seminar on Computer Graphics Spring 2002 Rendering of High Quality 3D-Graphics Stencil Shadow Volumes Matti

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

More information

Illumination and Geometry Techniques. Karljohan Lundin Palmerius

Illumination and Geometry Techniques. Karljohan Lundin Palmerius Illumination and Geometry Techniques Karljohan Lundin Palmerius Objectives Complex geometries Translucency Huge areas Really nice graphics! Shadows Graceful degradation Acceleration Optimization Straightforward

More information

Photorealism vs. Non-Photorealism in Computer Graphics

Photorealism vs. Non-Photorealism in Computer Graphics The Art and Science of Depiction Photorealism vs. Non-Photorealism in Computer Graphics Fredo Durand MIT- Lab for Computer Science Global illumination How to take into account all light inter-reflections

More information

CS-184: Computer Graphics. Today. Lecture #16: Global Illumination. Sunday, November 8, 2009

CS-184: Computer Graphics. Today. Lecture #16: Global Illumination. Sunday, November 8, 2009 C-184: Computer Graphics Lecture #16: Global Illumination Prof. James O Brien University of California, Berkeley V2009-F-16-1.0 Today The Rendering Equation Radiosity Method Photon Mapping Ambient Occlusion

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

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

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

Computer Graphics. Shadows

Computer Graphics. Shadows Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations

More information

A Developer s Survey of Polygonal Simplification algorithms. CS 563 Advanced Topics in Computer Graphics Fan Wu Mar. 31, 2005

A Developer s Survey of Polygonal Simplification algorithms. CS 563 Advanced Topics in Computer Graphics Fan Wu Mar. 31, 2005 A Developer s Survey of Polygonal Simplification algorithms CS 563 Advanced Topics in Computer Graphics Fan Wu Mar. 31, 2005 Some questions to ask Why simplification? What are my models like? What matters

More information

Efficient Rendering of Glossy Reflection Using Graphics Hardware

Efficient Rendering of Glossy Reflection Using Graphics Hardware Efficient Rendering of Glossy Reflection Using Graphics Hardware Yoshinori Dobashi Yuki Yamada Tsuyoshi Yamamoto Hokkaido University Kita-ku Kita 14, Nishi 9, Sapporo 060-0814, Japan Phone: +81.11.706.6530,

More information

Computer Graphics Global Illumination

Computer Graphics Global Illumination Computer Graphics 2016 14. Global Illumination Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2017-01-09 Course project - Tomorrow - 3 min presentation - 2 min demo Outline - Shadows - Radiosity

More information

Lightscape A Tool for Design, Analysis and Presentation. Architecture Integrated Building Systems

Lightscape A Tool for Design, Analysis and Presentation. Architecture Integrated Building Systems Lightscape A Tool for Design, Analysis and Presentation Architecture 4.411 Integrated Building Systems Lightscape A Tool for Design, Analysis and Presentation Architecture 4.411 Building Technology Laboratory

More information

3-Dimensional Object Modeling with Mesh Simplification Based Resolution Adjustment

3-Dimensional Object Modeling with Mesh Simplification Based Resolution Adjustment 3-Dimensional Object Modeling with Mesh Simplification Based Resolution Adjustment Özgür ULUCAY Sarp ERTÜRK University of Kocaeli Electronics & Communication Engineering Department 41040 Izmit, Kocaeli

More information

Rendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006

Rendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Rendering Grass Terrains in Real-Time with Dynamic Lighting Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Goal Rendering millions of grass blades, at any distance, in real-time, with:

More information

Local Illumination Environments for Direct Lighting Acceleration

Local Illumination Environments for Direct Lighting Acceleration Thirteenth Eurographics Workshop on Rendering (2002) P. Debevec and S. Gibson (Editors) Local Illumination Environments for Direct Lighting Acceleration Sebastian Fernandez Kavita Bala Donald P. Greenberg

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

Shadow and Environment Maps

Shadow and Environment Maps CS294-13: Special Topics Lecture #8 Advanced Computer Graphics University of California, Berkeley Monday, 28 September 2009 Shadow and Environment Maps Lecture #8: Monday, 28 September 2009 Lecturer: Ravi

More information

Wednesday, 26 January 2005, 14:OO - 17:OO h.

Wednesday, 26 January 2005, 14:OO - 17:OO h. Delft University of Technology Faculty Electrical Engineering, Mathematics, and Computer Science Mekelweg 4, Delft TU Delft Examination for Course IN41 5 1-3D Computer Graphics and Virtual Reality Please

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

Using graphics hardware to speed-up your visibility queries

Using graphics hardware to speed-up your visibility queries Using graphics hardware to speed-up your visibility queries Laurent Alonso and Nicolas Holzschuch Équipe ISA, INRIA-Lorraine LORIA LORIA, Campus Scientifique, BP 239, 54506 Vandœuvre-lès-Nancy CEDEX, France

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

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

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic. Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

More information

CPSC GLOBAL ILLUMINATION

CPSC GLOBAL ILLUMINATION CPSC 314 21 GLOBAL ILLUMINATION Textbook: 20 UGRAD.CS.UBC.CA/~CS314 Mikhail Bessmeltsev ILLUMINATION MODELS/ALGORITHMS Local illumination - Fast Ignore real physics, approximate the look Interaction of

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

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Scalable many-light methods

Scalable many-light methods Scalable many-light methods Jaroslav Křivánek Charles University in Prague Instant radiosity Approximate indirect illumination by 1. Generate VPLs 2. Render with VPLs 2 Instant radiosity with glossy surfaces

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

Practical Product Importance Sampling for Direct Illumination

Practical Product Importance Sampling for Direct Illumination Eurographics 2008 Practical Product Importance Sampling for Direct Illumination Petrik Clarberg Tomas Akenine-Möller Lund University Sweden This work was presented by Petrik Clarberg at Eurographics 2008

More information

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taonomy of Methods http://www.cs.ucsd.edu/~ravir Outline of Lecture Taonomy

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

Path differentials and applications

Path differentials and applications Path differentials and applications Frank Suykens, Yves D. Willems Department of Computer Science, K.U.Leuven, Belgium Frank.Suykens@cs.kuleuven.ac.be Abstract. Photo-realistic rendering algorithms such

More information

Core ideas: Neumann series

Core ideas: Neumann series Radiosity methods Core ideas: Neumann series We have B( x) = E( x) + ρ d ( x) B( u) cosθ i cosθ s all other surfaces πr(x,u) 2 Vis( x,u)da u Can write: Which gives B = E + ρkb B = E + (ρk)e + (ρk)(ρk)e

More information

3D Rasterization II COS 426

3D Rasterization II COS 426 3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation

More information

Improved Illumination Estimation for Photon Maps in Architectural Scenes

Improved Illumination Estimation for Photon Maps in Architectural Scenes Improved Illumination Estimation for Photon Maps in Architectural Scenes Robert F. Tobler VRVis Research Center Donau-City Str. 1/3 1120 Wien, Austria rft@vrvis.at Stefan Maierhofer VRVis Research Center

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

Lightcuts: A Scalable Approach to Illumination

Lightcuts: A Scalable Approach to Illumination Lightcuts: A Scalable Approach to Illumination Bruce Walter, Sebastian Fernandez, Adam Arbree, Mike Donikian, Kavita Bala, Donald Greenberg Program of Computer Graphics, Cornell University Lightcuts Efficient,

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Chapter 7 - Light, Materials, Appearance

Chapter 7 - Light, Materials, Appearance Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,

More information

Radiosity. Early Radiosity. Page 1

Radiosity. Early Radiosity. Page 1 Page 1 Radiosity Classic radiosity = finite element method Assumptions Diffuse reflectance Usually polygonal surfaces Advantages Soft shadows and indirect lighting View independent solution Precompute

More information

Fast Calculation of Soft Shadow Textures Using Convolution

Fast Calculation of Soft Shadow Textures Using Convolution Using Fast Calculation of Soft Shadow Textures Using Convolution Cyril Soler and Francois X. Sillion To Implement Real Time Shadows for Interactive Applications Adam Moravanszky Presentation GDV-Seminar

More information

Computer Graphics Global Illumination

Computer Graphics Global Illumination ! Computer Graphics 2013! 14. Global Illumination Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2013-10-30 Final examination - Friday night, 7:30PM ~ 9:00PM, Nov. 8th - Room 103 (?), CaoGuangBiao

More information

Clustering for Glossy Global Illumination

Clustering for Glossy Global Illumination Clustering for Glossy Global Illumination Per H. Christensen Dani Lischinski Eric J. Stollnitz David H. Salesin University of Washington Submitted June 21, 1995 Revised March 1, 1996 Abstract We present

More information

Some Thoughts on Visibility

Some Thoughts on Visibility Some Thoughts on Visibility Frédo Durand MIT Lab for Computer Science Visibility is hot! 4 papers at Siggraph 4 papers at the EG rendering workshop A wonderful dedicated workshop in Corsica! A big industrial

More information

Shading 1: basics Christian Miller CS Fall 2011

Shading 1: basics Christian Miller CS Fall 2011 Shading 1: basics Christian Miller CS 354 - Fall 2011 Picking colors Shading is finding the right color for a pixel This color depends on several factors: The material of the surface itself The color and

More information

Illumination models: Radiosity analysis

Illumination models: Radiosity analysis Illumination models: Radiosity analysis Emilio González Montaña (egoeht69@hotmail.com) at http://emiliogonzalez.sytes.net 2007/07/01 Abstract The aim of this document is to study the Radiosity method as

More information

Texture Tile Visibility Determination For Dynamic Texture Loading

Texture Tile Visibility Determination For Dynamic Texture Loading Texture Tile Visibility Determination For Dynamic Texture Loading Michael E. Goss * and Kei Yuasa Hewlett-Packard Laboratories ABSTRACT Three-dimensional scenes have become an important form of content

More information

Thesis Report. Thesis Title: Soft Shadow Rendering in Real Time. Shihab Rezwan Manzur ID: CSE Department BRAC University

Thesis Report. Thesis Title: Soft Shadow Rendering in Real Time. Shihab Rezwan Manzur ID: CSE Department BRAC University Thesis Report Thesis Title: Soft Shadow Rendering in Real Time Shihab Rezwan Manzur ID: 09201028 CSE Department BRAC University Supervisor: Professor Dr. Mumit Khan Date: 13-08 - 12 Abstract Shadows have

More information

Real-Time Image Based Lighting in Software Using HDR Panoramas

Real-Time Image Based Lighting in Software Using HDR Panoramas Real-Time Image Based Lighting in Software Using HDR Panoramas Jonas Unger, Magnus Wrenninge, Filip Wänström and Mark Ollila Norrköping Visualization and Interaction Studio Linköping University, Sweden

More information

in order to apply the depth buffer operations.

in order to apply the depth buffer operations. into spans (we called span the intersection segment between a projected patch and a proxel array line). These spans are generated simultaneously for all the patches on the full processor array, as the

More information