No.6 大域照明 Global illumination 担当教員 : 向川康博 田中賢一郎
|
|
- Suzan Bishop
- 5 years ago
- Views:
Transcription
1 Computer Vison July 23, 2018 No.6 大域照明 Global illumination 担当教員 : 向川康博 田中賢一郎
2 Direct and global illuminations Direct illumination Light source Object surface Observer Global (indirect) illumination Light source Object surface Object surface Observer Direct illumination Global illumination Differences in CG (wikipedia) Real global illumination
3 What is global illumination? Rendering images considering global illumination In CG, necessary to render realistic image In CV, necessary to analyze real scene Types of global illumination Inter-reflection ( 相互反射 ) Volume scattering ( 体積散乱 ) Subsurface scattering ( 表面下散乱 ) Inter-reflection Volume scattering Subsurface scattering
4 Inter-reflection ( 相互反射 )
5 Inter-reflection Diffuse inter-reflection Radiosity Describing light passing between object surfaces by finite element method Only direct illumination Direct illumination + ambient illumination Radiosity Specular inter-reflection Expression of caustics ( 集光模様 ) Monte Carlo ray tracing Monte Carlo sampling from ray tracing Photon mapping Two-pass algorithm of distributing and counting photons wiki.povray.org real caustics Photon mapping by POV-Ray
6 Radiosity Compute diffuse inter-reflection components Developed for heat transfer at first Form factor between two patches Bi B i E i i j F ij B j i Reflectance Ei Radiation light intensity (Direct light source) Fij V ( xi, x j ) G( xi, x j ) G( x Visibility Geometric attenuation (Can see each other or not) i, x j ) cosq cosq x i i x j j q i q j xi xj Form factor between two patches [Sillion94]
7 Scene analysis based on Radiosity Reflectance estimation considering diffuse inter-reflection Simple linear solution B i i E i i ( B i Ei) / j F ij j B j F ij B j Superposition of virtual object [ Fournier93 ] [ Drettakis97 ] [ Loscos99 ] [ Loscos00 ]
8 Specular inter-reflection Specular reflection depends on viewing direction The radiance of each patch can not be directly observed Iterative computation of radiance of one-bounce specular reflection specular reflectance Real image Resynthesis Room shape and Camera position (40 places) Yu et al., Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs, SIGGRAPH'99
9 Specular reflectance Resynthesis under original illumination Superimposition of seven virtual objects
10 Photon mapping (Jensen 1996) Two-pass algorithm to express global illumination 1st pass: Construction of photon map Distribute many photons from light 2nd pass: Rendering Count photons by ray tracing from viewpoint
11 Examples of photon mapping [ Jensen, Global Illumination using Photon Maps, 1996 ] Simple ray tracing Photon mapping
12 Inter-reflection in complex scene simple Diffuse inter-reflection Radiosity based on heat transfer Allowing specular reflection Only one-bounce specular reflection Uniform specular reflection Simple path Light source Diffuse reflection Specular reflection camera Specular inter-reflection Iterative computation to fit input Photon mapping method Photon mapping complex
13 Volume Scattering ( 体積散乱 )
14 Participating media( 関与媒質 ) Consist of small particles Collision with particles Vacuum Participating media SIGGRAPH ASIA 2008 Course Note
15 Light transport in participating media Absorption: Collision with particles Decrease in intensity Out scattering: Scattered to outside Decrease in intensity In scattering: Ray from outside scatters and joins to traveling direction Increase in intensity Absorption Out scattering In scattering
16 Energy decrement Attenuation by absorption dl( x, ) a ( x) L( x, ) ds Attenuation by out scattering dl( x, ) s ( x) L( x, ) ds Summing both attenuations by absorption + out scattering dl( x, ) t ( x) L( x, ) ds L( x, ) ds x Out scattering a (x) : Absorption coefficient [m -1 ] :scattering coefficient [m -1 ] s ( x) ( x) ( x) t (x) a L( x, ) dl( x, ) Absorption s : Extinction coefficient [m -1 ] increment
17 Energy increment Increment by in scattering Integrating rays coming from each direction ' of the spherical surface W surrounding point x dl( x, ) s ( x) p( x, ', ) L( x, ') d ' ds W ds Phase function ' L( x, ') x dl( x, ) x W In scattering Phase function
18 Phase function Expression of scattering bias depends only on the angle q between and ' for most media Henyey-Greenstein function g: scattering anisotropy x ' q p( q ) 1 4 (1 g 2 1 g 2 2g cosq ) g>0 g=0 g<0 Forward scattering Isotropic scattering Back scattering 3 2
19 Subsurface Scattering ( 表面下散乱 )
20 Subsurface scattering in translucent objects Subsurface scattering x x i x o Opaque ( 不透明 ) Translucent ( 半透明 )
21 Translucent objects are not special Typical translucent objects: marble, milk, and skin Most objects except for metal are translucent egg skin milk vegetable candle plastic fruit paper marble soap wood cloth Translucent objects in our daily environment
22 Importance of subsurface scattering in CG Representation of realistic skin Especially necessary for rendering human image Jurassic Park (1993) Dobby of " Harry Potter and the Chamber of Secrets " (2002) (The first movie that computed physically accurate subsurface scattering) Gollum of "Lord of the Rings" ( )
23 Difference in scattering properties
24 Different distribution
25 BSSRDF ( 双方向散乱表面反射分布関数 ) (Bidirectional Scattering Surface Reflectance Distribution Function) How much the incident light at a point x i from a direction (qi,fi) outgoes from a point x r to a direction (qr,fr) The difference with BRDF is that the incident and outgoing exit points are different. Opaque object f BRDF ( x, q,,, i f i q r r f ) x Translucent object f BSSRDF ( x, q, f, x, q, i i i r r r f ) x i x r
26 Single scattering and Multiple scattering Single scattering: Collision with a particle only once inside the medium Observed in optically thin medium such as milky water, fog,... High directivity and uniquely determined light path Multiple scattering: Repeat reflections many times inside the medium Observed in optically dense medium such as skin, marble, milk,... Diffusion approximation
27 Model of single scattering Modeling the sequence of attenuation scattering attenuation f single BSSRDF ( x i, q, f, i i x r, q, f ) r r s p( q) e ( d d2 ) t 1 attenuation: x i x r d 1 d2 e t e t attenuation: q p(q) scattering: p(q ) s
28 Model of multiple scattering Direst tracing Monte Carlo ray tracing, photon mapping High computational cost, since reflections are repeated. Approximated parametric function Diffusion approximation Dipole model (Jensen 2001), multipole model (Donner 2005) Multi-layered model Dipole Multi-layer
29 Dipole Model for BSSRDF (Jensen et al. SIGGRAPH2001) f Decomposition of the BSSRDF Fresnel transmittance: F t (, ) function of relative index of refraction, incident and reflective angles i and o Diffuse BSSRDF: R(d) function of distance d between incident and outgoing points x i and x o including two inherent parameters of the material scattering coefficient: s absorption coefficient: a Diffuse BSSRDF multiple BSSRDF 1 ( xi, qi, fi, xr, qr, fr ) Ft (, qi, fi ) Rd ( xi xr ) Ft (, qr, fr ) Fresnel transmittance at x i Fresnel transmittance at x o i d o x i x o
30 Diffuse BSSRDF in Dipole model Assumption of diffusion approximation A point light source in object In order to satisfy the boundary condition, a negative light source above the incident point R( d) x i z 4 d x o r trdr trdv e e d 1 z d tr Light source that absorbs light Concept of dipole model r d R(d) Light source emitting light t 1 3 v tr v r d 3 v Apple (σ s =2.29,σ a =0.003) Skin (σ s =0.74,σ a =0.032) t Examples of scattering terms d [mm]
31 Rendering example with dipole model BRDF BSSRDF
32 Decomposition of Global Illumination
33 Decomposition of Global Illumination(Nayar 2006) Separation of two components Direct component (diffuse reflection / specular reflection) Global components (inter-reflection, volume scattering, subsurface scattering...) Using a projector as a light source Projecting high frequency pattern (fine grid pattern) Utilizing that the global illumination effect acts as a low-pass filter High frequency pattern
34 Principle of high frequency illumination When not illuminated : Global component /2 When illuminated : Direct component + Global component /2 Separation of two components max = direct global min = 1 2 global - White pixels and black pixels mix - Half is white in the projection pattern direct = max min global = 2 min
35 Decomposition of direct and global components Direct component Global component
36 Decomposition of direct and global components Inter-reflection Volume scattering Subsurface scattering Original scene Direct component Global component
37 Analysis of Light Transport ( 光伝播の解析 )
38 38 Scattering in translucent media How an incident ray repeats scattering and the light propagates in a translucent media? Multiple bounces Complex light field dark bright
39 Different scattering due to optical density Vitamin water Orange juice Milk Single scattering Low-order bounce scattering Multiple scattering (diffusion )
40 Analysis of light transport in scattering media Decomposition of light field for each bounce How an incident ray repeats scattering? = bounce 2-bounce 3-bounce Visualization of the light propagation How the light propagates in the media?
41 Decomposition of light field Light field(l) Describe the intensity distribution of rays passing through each point in the scene T: Recursively expressed by light transport matrix L 0 :Light field emitted from the light source... L 1 = TL 0 L 2 = TL 1 L k+1 = TL k Primary reflection (Single scattering) Secondary reflection High dimensional scattering component expressed recursively L k 1 L k Composition
42 Dimension of Light field Comparison of dimension (s,t) (u,v) 4D: in vacuum 5D: in media 3D: in low height volume Scattering measurement of thick media Translucent liquid in the case (q,f) (x,y,z) Camera In thin plate L(x,y,q) (x,y) (q) Projector
43 55cm Experimental environment Camera (Point Grey Chameleon) diluted milk Case painted with matte black (one side is transparent) Projector (3M MPro110) 12cm 27cm Examples of images
44 Separation of single scattering and Multiple scattering Spatial high-frequency component of illumination Single scattering: preserved Multiple scattering: lost 1-D high-frequency stripe pattern Single scattering: changes by phase shift Multiple scattering: constant Single scattering and Multiple scattering are mixed. Multiple scattering single scattering 1-D high-frequency stripe pattern shift
45 Separation result = + = + High frequency illumination Normal illumination Single scattering Multiple scattering (Including low order bounce scattering) dark bright
46 Analysis of single scattering Pure single scattering exponentially attenuates. The extinction parameter t is estimated by fitting an exponential function fitted exponential function observed intensities 200 fitted exponential function separated single scattering without separation (including Multiple scattering) [mm] with separation (only single scattering) [mm]
47 Analysis of Multiple scattering Forward rendering with assumed parameters vary s and g (symmetric parameter of p(q)) recursive calculation of higher-order light fields... Verification L 1 L 2 L 3 L 4 L 5 single scattering 2 k Higher dimensional scattering component Rendered Multiple scattering L k Separated Multiple scattering
48 Decomposition for each bounce reflection Real intensity Sum of all-bounce components 1-bounce (single scattering) 2-bounce 3-bounce 4-bounce 5-bounce The peak positions move inside as the bounce order becomes higher [mm]
49 Visualization of the light field observed entire 1-bounce 2-bounce 3-bounce 5-bounce 4-bounce 6-bounce light intensities field dark bright
50 Visualization of the light field observed intensity entire light field 1-bounce 2-bounce 3-bounce 4-bounce 5-bounce 6-bounce
51 Summary of global Illumination In our daily environment, there are a lot of volume scattering and subsurface scattering In particular, it is difficult to analyze scattering on inhomogeneous materials Perfect photometric modeling of real scene is extremely difficult candle marble
52 Mini report What is the difference of direct and global components? Explain from the following viewpoints. Optical phenomena ( 光学現象 ) Spatial frequency ( 空間的な周波数 ) Simplicity for modeling ( モデル化の容易さ ) Direct component Global component
Today. Participating media. Participating media. Rendering Algorithms: Participating Media and. Subsurface scattering
Today Rendering Algorithms: Participating Media and Subsurface Scattering Introduction Rendering participating media Rendering subsurface scattering Spring 2009 Matthias Zwicker Participating media Participating
More informationThe 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 informationGlobal 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 informationGlobal 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 informationAdvanced 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 informationThe 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 informationGlobal 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 informationGlobal 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 informationLighting affects appearance
Lighting affects appearance 1 Source emits photons Light And then some reach the eye/camera. Photons travel in a straight line When they hit an object they: bounce off in a new direction or are absorbed
More informationGlobal 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 informationA 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 informationGlobal 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 informationThe 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 informationShading. Brian Curless CSE 557 Autumn 2017
Shading Brian Curless CSE 557 Autumn 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics
More informationParticipating Media. Part I: participating media in general. Oskar Elek MFF UK Prague
Participating Media Part I: participating media in general Oskar Elek MFF UK Prague Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive
More information02 Shading and Frames. Steve Marschner CS5625 Spring 2016
02 Shading and Frames Steve Marschner CS5625 Spring 2016 Light reflection physics Radiometry redux Power Intensity power per unit solid angle Irradiance power per unit area Radiance power per unit (solid
More informationLocal Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller
Local Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Graphics Pipeline Hardware Modelling Transform Visibility Illumination + Shading Perception, Interaction Color Texture/ Realism
More informationSubsurface Scattering & Complex Material Properties
Last Time? Subsurface Scattering & What is a Pixel? Aliasing Fourier Analysis Sampling & Reconstruction Mip maps Reading for Today: Optional Reading for Today Correlated Multi-Jittered Sampling, Andrew
More informationRaytracing & 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 informationThe 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 informationShading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10
Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into
More informationFinal 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 informationCENG 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 informationComputer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model
Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting
More informationCS635 Spring Department of Computer Science Purdue University
Light Transport CS635 Spring 2010 Daniel G Aliaga Daniel G. Aliaga Department of Computer Science Purdue University Topics Local and GlobalIllumination Models Helmholtz Reciprocity Dual Photography/Light
More informationCMSC427 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 informationComputer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1)
Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting & shading? Sphere
More informationCS 5625 Lec 2: Shading Models
CS 5625 Lec 2: Shading Models Kavita Bala Spring 2013 Shading Models Chapter 7 Next few weeks Textures Graphics Pipeline Light Emission To compute images What are the light sources? Light Propagation Fog/Clear?
More informationCOMP371 COMPUTER GRAPHICS
COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today - overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local
More informationRay Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]
CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations
More information782 Schedule & Notes
782 Schedule & Notes Tentative schedule - subject to change at a moment s notice. This is only a guide and not meant to be a strict schedule of how fast the material will be taught. The order of material
More informationCS6670: Computer Vision
CS6670: Computer Vision Noah Snavely Lecture 21: Light, reflectance and photometric stereo Announcements Final projects Midterm reports due November 24 (next Tuesday) by 11:59pm (upload to CMS) State the
More informationSESSION 5: INVESTIGATING LIGHT. Key Concepts. X-planation. Physical Sciences Grade In this session we:
SESSION 5: INVESTIGATING LIGHT Key Concepts In this session we: Explain what light is, where light comes from and why it is important Identify what happens when light strikes the surface of different objects
More informationTopic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping
Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationLighting affects appearance
Lighting affects appearance 1 Source emits photons Light And then some reach the eye/camera. Photons travel in a straight line When they hit an object they: bounce off in a new direction or are absorbed
More informationColor and Light. CSCI 4229/5229 Computer Graphics Summer 2008
Color and Light CSCI 4229/5229 Computer Graphics Summer 2008 Solar Spectrum Human Trichromatic Color Perception Are A and B the same? Color perception is relative Transmission,Absorption&Reflection Light
More informationTopic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationLight Reflection Models
Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 21, 2014 Lecture #15 Goal of Realistic Imaging From Strobel, Photographic Materials and Processes Focal Press, 186.
More informationOther Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall
Other Rendering Techniques 1 Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity 2 Intro Some more Raytracing Light maps Photon-map Reyes Shadow maps Sahdow volumes PRT BSSRF
More informationLighting. Figure 10.1
We have learned to build three-dimensional graphical models and to display them. However, if you render one of our models, you might be disappointed to see images that look flat and thus fail to show the
More informationRendering Light Reflection Models
Rendering Light Reflection Models Visual Imaging in the Electronic Age Donald P. Greenberg October 27, 2015 Lecture #18 Goal of Realistic Imaging The resulting images should be physically accurate and
More informationLighting & 3D Graphics. Images from 3D Creative Magazine
Lighting & 3D Graphics Images from 3D Creative Magazine Contents Introduction Definitions 3D Lighting Basics 3D Light Sources Lighting Controls & Effects Brightness & Colour Shadows Hotspot And Falloff
More informationRay Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018
Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Theoretical foundations Ray Tracing from the Ground Up Chapters 13-15 Bidirectional Reflectance Distribution Function BRDF
More informationTopic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates
More informationGlobal 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 informationSchedule. 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- Volume Rendering -
Computer Graphics - Volume Rendering - Pascal Grittmann, Jaroslav Křivánek Using pictures from: Monte Carlo Methods for Physically Based Volume Rendering; SIGGRAPH 2018 Course; Jan Novák, Iliyan Georgiev,
More informationLocal 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 informationConsider 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 informationIllumination. The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong
INTRODUCTION TO COMPUTER GRAPHIC S Illumination The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong Andries van Dam October 29, 2009 Illumination Models 1/30 Outline Physical
More informationGlobal 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 informationOther approaches to obtaining 3D structure
Other approaches to obtaining 3D structure Active stereo with structured light Project structured light patterns onto the object simplifies the correspondence problem Allows us to use only one camera camera
More informationLecture 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 informationLighting and Reflectance COS 426
ighting and Reflectance COS 426 Ray Casting R2mage *RayCast(R3Scene *scene, int width, int height) { R2mage *image = new R2mage(width, height); for (int i = 0; i < width; i++) { for (int j = 0; j < height;
More informationComputer 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 informationAnnouncement. 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 informationPart 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 informationLight. Properties of light. What is light? Today What is light? How do we measure it? How does light propagate? How does light interact with matter?
Light Properties of light Today What is light? How do we measure it? How does light propagate? How does light interact with matter? by Ted Adelson Readings Andrew Glassner, Principles of Digital Image
More informationLights, Surfaces, and Cameras. Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons
Reflectance 1 Lights, Surfaces, and Cameras Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons 2 Light at Surfaces Many effects when light strikes a surface -- could be:
More informationChoosing 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 informationS 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 informationCS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside
CS130 : Computer Graphics Lecture 8: Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside Why we need shading Suppose we build a model of a sphere using many polygons and color
More information- Volume Rendering -
Computer Graphics - Volume Rendering - Pascal Grittmann Using pictures from: Monte Carlo Methods for Physically Based Volume Rendering; SIGGRAPH 2018 Course; Jan Novák, Iliyan Georgiev, Johannes Hanika,
More informationIllumination 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 informationPhoton 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 informationRadiance. Pixels measure radiance. This pixel Measures radiance along this ray
Photometric stereo Radiance Pixels measure radiance This pixel Measures radiance along this ray Where do the rays come from? Rays from the light source reflect off a surface and reach camera Reflection:
More informationMIT 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 informationINFOGR 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 informationPath 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 informationPhysics-based Vision: an Introduction
Physics-based Vision: an Introduction Robby Tan ANU/NICTA (Vision Science, Technology and Applications) PhD from The University of Tokyo, 2004 1 What is Physics-based? An approach that is principally concerned
More informationRendering: 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 informationPhotorealism: Ray Tracing
Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any
More informationSOME 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 informationAnalysis of Scattering Light Transport in Translucent Media
IPSJ Transactions on Computer Vision and Applications Vol. 3 122 133 (Dec. 2011) Research Paper Analysis of Scattering Light Transport in Translucent Media Yasuhiro Mukaigawa, 1, 2 Ramesh Raskar 2 and
More informationAnti-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 informationRAYTRACING. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION. HPCViz, KTH Royal Institute of Technology, Sweden
DH2323 DGI15 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION RAYTRACING HPCViz, KTH Royal Institute of Technology, Sweden http://kth.academia.edu/christopheredwardpeters Based on DGI12 notes by Carl
More informationChapter 13 RADIATION HEAT TRANSFER
Heat and Mass Transfer: Fundamentals & Applications Fourth Edition in SI Units Yunus A. Cengel, Afshin J. Ghajar McGraw-Hill, 2011 Chapter 13 RADIATION HEAT TRANSFER PM Dr Mazlan Abdul Wahid Universiti
More informationRadiometry Measuring Light
1 Radiometry Measuring Light CS 554 Computer Vision Pinar Duygulu Bilkent University 2 How do we see? [Plato] from our eyes flows a light similar to the light of the sun [Chalcidius, middle ages] Therefore,
More informationPhoto Studio Optimizer
CATIA V5 Training Foils Photo Studio Optimizer Version 5 Release 19 September 008 EDU_CAT_EN_PSO_FF_V5R19 Photo Studio Optimizer Objectives of the course Upon completion of this course you will be able
More informationCPSC 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 informationLecture 18: Primer on Ray Tracing Techniques
Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light - ray
More informationGlobal 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 informationCOMPUTER 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 informationAWE Surface 1.0 Documentation
AWE Surface 1.0 Documentation AWE Surface is a new, robust, highly optimized, physically plausible shader for DAZ Studio and 3Delight employing physically based rendering (PBR) metalness / roughness workflow.
More informationCSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016
CSE 167: Introduction to Computer Graphics Lecture #6: Lights Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements Thursday in class: midterm #1 Closed book Material
More informationChapter 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 informationImage Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images
Part I - Photorealism 1 Why? Achieve more photorealistic images All images are from MentalRay s website 2 Computer Science Dept. Technion Page 1 3 4 Computer Science Dept. Technion Page 2 5 From Alexander
More informationInteractive Methods in Scientific Visualization
Interactive Methods in Scientific Visualization GPU Volume Raycasting Christof Rezk-Salama University of Siegen, Germany Volume Rendering in a Nutshell Image Plane Eye Data Set Back-to-front iteration
More informationGlobal 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 informationLighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project
To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction
More informationOptical Models of Direct Volume Rendering by Nelson Max
Optical Models of Direct Volume Rendering by Nelson Max By Michael Shah Duration: 15~20minutes February 7, 2011 Slides and study guide available at http://www.cse.ohio-state.edu/ ~shahmi/coursework.html
More informationCSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011
CSE 167: Introduction to Computer Graphics Lecture #7: Color and Shading Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #3 due this Friday,
More informationSNC2D PHYSICS 4/27/2013. LIGHT & GEOMETRIC OPTICS L Light Rays & Reflection (P ) Light Rays & Reflection. The Ray Model of Light
SNC2D PHYSICS LIGHT & GEOMETRIC OPTICS L Light Rays & Reflection (P.402-409) Light Rays & Reflection A driver adjusts her rearview mirror. The mirror allows her to see the cars behind her. Mirrors help
More informationRecall: Basic Ray Tracer
1 Recall: Ray Tracing Generate an image by backwards tracing the path of light through pixels on an image plane Simulate the interaction of light with objects Recall: Basic Ray Tracer Trace a primary ray
More informationColor and Light CSCI 4229/5229 Computer Graphics Fall 2016
Color and Light CSCI 4229/5229 Computer Graphics Fall 2016 Solar Spectrum Human Trichromatic Color Perception Color Blindness Present to some degree in 8% of males and about 0.5% of females due to mutation
More informationCSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm
CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm Name: RCS username: This quiz is closed book & closed notes except for one 8.5x11 (double-sided) sheet of notes. Please
More informationGLOBAL ILLUMINATION. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION
DH2323 DGI17 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION GLOBAL ILLUMINATION Christopher Peters CST, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters
More informationRaytracing CS148 AS3. Due :59pm PDT
Raytracing CS148 AS3 Due 2010-07-25 11:59pm PDT We start our exploration of Rendering - the process of converting a high-level object-based description of scene into an image. We will do this by building
More informationToday. 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 informationLecture 10: Shading Languages. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)
Lecture 10: Shading Languages Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Review: role of shading languages Renderer handles surface visibility tasks - Examples: clip,
More information