Introduction to Computer Graphics. Ray Tracing Review
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1 Introduction to Computer Graphics Ray Tracing Review
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4 Ray Tracing For each light in scene Emit 1,000,000,000 photons For each photon Find what geometry photon hits Color photon Scatter photon Find what photon hits next... Pray photon hits camera CCD Light pixel that CCD micro-square represents
5 Ray Tracing For each light in scene Emit 1,000,000,000 photons For each photon Find what geometry photon hits Color photon Scatter photon Find what photon hits next... Pray photon hits camera CCD Light pixel that CCD micro-square represents
6 Ray Tracing
7 Ray Tracing
8 Ray Generation
9 Ray Generation
10 Ray Generation
11 Ray Generation
12 Ray Generation
13 Ray Generation
14 Ray Generation
15 Ray Generation screenv eye screenu screencenter
16 Ray Generation screenv eye x: -1 1 y: -1 1 y screenu screencenter x
17 Ray Generation ray origin: eye ray direction: screencenter + x screenu + y screenv screenv eye x: -1 1 y: -1 1 y screenu screencenter x
18 Ray Generation
19 Sphere Intersection Ray
20 Sphere Intersection Circle Ray
21 Sphere Intersection Circle Origin Ray Direction
22 Sphere Intersection Origin Ray Circle Origin Direction
23 Sphere Intersection Origin Ray Circle Origin Radius Direction
24 Sphere Intersection Origin Ray Circle Origin Radius scalar Direction
25 Sphere Intersection Ray: emission point (e) and direction (d) e d
26 Sphere Intersection Ray: emission point (e) and direction (d) Point on Ray: p(t) = e + td e t p d
27 Sphere Intersection e Circle Origin Radius scalar d
28 Sphere Intersection Circle: center point (o) and radius (r) e o r d
29 Sphere Intersection Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 e o r d
30 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d
31 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d (e + td - o) (e + td - o) - r 2 = 0
32 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d (td + e - o) (td + e - o) - r 2 = 0
33 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d (td + (e - o)) (td + (e - o)) - r 2 = 0
34 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d t 2 (d d) + 2td (e - o) + (e - o) (e - o) - r 2 = 0
35 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d at 2 + bt + c = 0 a = d d b = 2d (e - o) c = (e - o) (e - o) - r 2
36 Sphere Intersection e Circle: center point (o) and radius (r) Point on circle: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d t = -b ± b 2-4ac 2a a = d d b = 2d (e - o) c = (e - o) (e - o) - r 2
37 Sphere Intersection e Circle: center point (o) and radius (r) Point on sphere: (p - o) (p - o) - r 2 = 0 Point on Ray: p(t) = e + td p o e + td r d t = -b ± b 2-4ac 2a a = d d b = 2d (e - o) c = (e - o) (e - o) - r 2
38 Sphere Intersection h = b 2-4ac h < 0 : ray misses sphere h = 0 : ray tangent to sphere h > 0 : ray intersects sphere 2x p o r e d t = -b ± b 2-4ac 2a a = d d b = 2d (e - o) c = (e - o) (e - o) - r 2
39 Sphere Intersection h = b 2-4ac Which intersection h < 0 : ray misses sphere should be used? h = 0 : ray tangent to sphere h > 0 : ray intersects sphere 2x p o r e d t = -b ± b 2-4ac 2a a = d d b = 2d (e - o) c = (e - o) (e - o) - r 2
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42 Lighting
43 Lighting
44 Lighting Idr Idg Idb = l ˆ Ldr kdr nˆ = l ˆ Ldgkdg nˆ = l ˆ nˆ Ldbkdb 0 < Idx< 1 n l ( Ldr, Ldg, Ldb) = light color ( kdr kdg kdb),, = material color Ldx = light channel intensity kdx= material diffuse coefficient for channel
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47 Plane Intersection Plane: (o - p) n = 0 p n o
48 Plane Intersection Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
49 Plane Intersection (o - (e + td)) n = 0 Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
50 Plane Intersection (o - e - td) n = 0 Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
51 Plane Intersection (-td + (o - e)) n = 0 Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
52 Plane Intersection -td n + (o - e) n = 0 Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
53 Plane Intersection -td n = -(o - e) n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
54 Plane Intersection td n = (o - e) n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
55 Plane Intersection t = (o - e) n d n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 p e d n o
56 Plane Intersection (o - e) n t = Point on Ray: p(t) = e + td d n Plane: (o - p) n = 0 if d n = 0 : ray parallel to plane p e d n o
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58
59 Shadow
60 Shadow
61 Shadow
62 Shadow
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64
65 Circle Intersection t = (o - e) n d n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 if d n = 0 : ray parallel to plane p e d n o
66 Circle Intersection t = (o - e) n d n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 if d n = 0 : ray parallel to plane p e d n o r
67 Circle Intersection t = (o - e) n d n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 if d n = 0 : ray parallel to plane p e d n o r if (p - o) (p - o) > r 2 Outside Circle
68 Triangle Intersection t = (o - e) n d n Point on Ray: p(t) = e + td Plane: (o - p) n = 0 if d n = 0 : ray parallel to plane p e d n o n = (b - a) (c - a)
69 Triangle Intersection 2D c p a b
70 Triangle Intersection 2D c p a b
71 Triangle Intersection 3D c acp p bcp a abp b
72 Triangle Intersection 3D c acp p bcp a b = a b sinθ a abp b
73 Triangle Intersection 3D c acp p bcp a b = area(parallelogram) a abp b
74 Triangle Intersection 3D c acp λ2 p λ1 bcp a b = area(parallelogram) a λ3 abp b area( abc) = (0.5) a b
75 Triangle Intersection λ1 = bcp abc λ2 = acp abc λ3 = abp abc area( abc) = (0.5) a b acp a c λ2 p λ3 λ1 abp 3D bcp b
76 Triangle Intersection λ1 = 0.5 (b-p) (c-b) 0.5 (b-a) (c-b) λ2 = 0.5 (c-p) (a-c) 0.5 (b-a) (c-b) λ3 = 0.5 (a-p) (b-a) 0.5 (b-a) (c-b) area( abc) = (0.5) a b acp a c λ2 p λ3 λ1 abp 3D bcp b
77 Triangle Intersection λ1 = λ2 = λ3 = (b-p) (c-b) (b-a) (c-b) (c-p) (a-c) (b-a) (c-b) (a-p) (b-a) (b-a) (c-b) acp a c λ2 p λ3 λ1 abp 3D bcp b
78 Triangle Intersection λ1 = λ2 = λ3 = (b-p) (c-b) (b-a) (c-b) (c-p) (a-c) (b-a) (c-b) (a-p) (b-a) (b-a) (c-b) sign? acp a c λ2 p λ3 λ1 abp 3D bcp b
79 Triangle Intersection λ1 = λ2 = λ3 = (b-p) (c-b) (b-a) (c-b) (c-p) (a-c) (b-a) (c-b) (a-p) (b-a) (b-a) (c-b) acp a c λ2 p λ3 λ1 abp bcp,sign(((b-p) (c-b)) ((b-a) (c-b))), sign( ((c-p) (a-c)), sign( ((a-p) (b-a)) b ((b-a) (c-b)) ((b-a) (c-b))
80 Triangle Intersection λ1 = λ2 = λ3 = (b-p) (c-b) (b-a) (c-b) (c-p) (a-c) (b-a) (c-b) (a-p) (b-a) (b-a) (c-b) acp a c λ2 p λ3 λ1 abp bcp,sign(((b-p) (c-b)) ((b-a) (c-b))), sign( ((c-p) (a-c)), sign( ((a-p) (b-a)) b ((b-a) (c-b)) ((b-a) (c-b)) p(t) = e + td t = (o - e) n d n λ1 > 0, λ2 > 0, λ3 > 0
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83 Reflection
84 Reflection n l r
85 Reflection n l θ θ r
86 Reflection l n = l n cosθ n l θ θ r
87 Reflection l n = l n cosθ n l (l n)n r
88 Reflection 2(l n) = 2 l n cosθ n l 2(l n)n r
89 Reflection 2(l n) = 2 l n cosθ n l r -l 2(l n)n r = 2(l n)n - l r
90 Reflection r
91 Reflection What now gets hit? r
92 Reflection What now gets hit? Recursive! r
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98 Texture Coordinates
99 Texture Coordinates 3D 2D
100 Texture Coordinates?
101 Texture Coordinates
102 Texture Coordinates θ = atan2(z,x) ɸ = asin(y/r)
103 Texture Coordinates θ = atan2(z,x) ɸ = asin(y/r) -π < θ < π -π/2 < ɸ < π/2
104 Texture Coordinates θ = atan2(z,x) ɸ = asin(y/r) -π < θ < π 0<u<1 -π/2 < ɸ < π/2 0<v<1
105 Texture Coordinates θ = atan2(z,x) ɸ = asin(y/r) u = θ / 2π + 1/2 v = ɸ / π + 1/2 -π < θ < π 0<u<1 -π/2 < ɸ < π/2 0<v<1
106 Texture Coordinates (0.6,0.2) (0,0) (1,0) (0.15,0.1) (0.6,0.9) (0,1)
107
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