Ray Casting. 3D Rendering. Ray Casting. Ray Casting. Ray Casting. Ray Casting

Size: px
Start display at page:

Download "Ray Casting. 3D Rendering. Ray Casting. Ray Casting. Ray Casting. Ray Casting"

Transcription

1 Rendering Ray asting The color of each pixel on the view plane depends on the radiance emanating from visible surfaces dam inkelstein rinceton University OS 6, Spring 00 Simplest method is ray casting Rays through view plane ye position iew plane Ray asting or each sample! onstruct ray from eye position through view plane! ind first surface intersected by ray through pixel! ompute color sample based on surface radiance Ray asting or each sample! onstruct ray from eye position through view plane! ind first surface intersected by ray through pixel! ompute color sample based on surface radiance Rays through view plane ye position Samples on view plane Ray asting Simple implementation: Image Rayast(amera camera, Scene scene, int width, int height) Image image = new Image(width, height); for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) Ray ray = onstructraythroughixel(camera, i, j); Intersection hit = indintersection(ray, scene); image[i][j] = Getolor(hit); return image; Ray asting Simple implementation: Image Rayast(amera camera, Scene scene, int width, int height) Image image = new Image(width, height); for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) Ray ray = onstructraythroughixel(camera, i, j); Intersection hit = indintersection(ray, scene); image[i][j] = Getolor(hit); return image;

2 onstructing Ray Through a ixel back right Up direction 0 Ray: = 0 + t towards iew lane onstructing Ray Through a ixel xample " = frustum half-angle d = distance to view plane right = towards x up = 0 + d*towards d*tan(")*right = 0 + d*towards + d*tan(")*right = + ((i + 0.) / width) * ( - ) = ( - 0 ) / " towards d right *d*tan(") Ray: = 0 + t Ray asting Simple implementation: Image Rayast(amera camera, Scene scene, int width, int height) Image image = new Image(width, height); for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) Ray ray = onstructraythroughixel(camera, i, j); Intersection hit = indintersection(ray, scene); image[i][j] = Getolor(hit); return image; cceleration techniques! ounding volume hierarchies» S trees Ray-Sphere Intersection Ray-Sphere Intersection I Ray: = 0 + t Sphere: - O - r = 0 Ray: = 0 + t Sphere: - O - r = 0 Substituting for, we get: 0 + t - O - r = 0 lgebraic Method 0 r O Solve quadratic equation: at + bt + c = 0 where: a = b = ( 0 - O) c = r = 0 0 r O = 0 + t

3 Ray-Sphere Intersection II Ray-Sphere Intersection Ray: = 0 + t Sphere: - O - r = 0 L = O - 0 Geometric Method Need normal vector at intersection for lighting calculations N = ( - O) / - O t ca = L if (t ca < 0) return 0 d = L L - t ca if (d > r ) return 0 t hc = sqrt(r - d ) t = t ca - t hc and t ca + t hc 0 t ca L r t hc d r O 0 N r O = 0 + t» Triangle cceleration techniques! ounding volume hierarchies» S trees Ray-Triangle Intersection irst, intersect ray with plane Then, check if point is inside triangle 0 Ray-lane Intersection Ray-Triangle Intersection I Ray: = 0 + t lane: N + d = 0 Substituting for, we get: ( 0 + t) N + d = 0 Solution: t = -( 0 N + d) / ( N) = 0 + t lgebraic Method N heck if point is inside triangle algebraically or each side of triangle = T - = T - N = x Normalize N if (( - 0 ) N < 0) return LS; end T T N T 0 0

4 Ray-Triangle Intersection II heck if point is inside triangle parametrically ompute barycentric coordinates #, $: # = rea(t T ) / rea(t T T ) $ = rea(t T ) / rea(t T T ) rea(t T T ) = / (T-T) x (T-T) heck if point inside triangle. 0 % # % and 0 % $ % # + $ % T # T $ &#&$ T Other Ray-rimitive Intersections one, cylinder, ellipsoid:! Similar to sphere ox! Intersect front-facing planes, return closest onvex polygon! Same as triangle (check point-in-polygon algebraically) oncave polygon! Same plane intersection! More complex point-in-polygon test 0 ind intersection with front-most primitive in group Intersection indintersection(ray ray, Scene scene) min_t = infinity min_primitive = NULL or each primitive in scene t = Intersect(ray, primitive); if (t > 0 && t < min_t) then min_primitive = primitive min_t = t return Intersection(min_t, min_primitive)» cceleration techniques! ounding volume hierarchies» S trees ounding olumes heck for intersection with simple shape first ounding olumes heck for intersection with simple shape first

5 ounding olumes heck for intersection with simple shape first! If ray doesn t intersect bounding volume, then it doesn t intersect its contents ounding olumes heck for intersection with simple shape first! If ray doesn t intersect bounding volume, then it doesn t intersect its contents Still need to check for intersections with shape. ounding olume Hierarchies I uild hierarchy of bounding volumes! ounding volume of interior node contains all children ounding olume Hierarchies Use hierarchy to accelerate ray intersections! Intersect node contents only if hit bounding volume ounding olume Hierarchies III Sort hits & detect early termination indintersection(ray ray, Node node) // ind intersections with child node bounding volumes... // Sort intersections front to back... // rocess intersections (checking for early termination) min_t = infinity; for each intersected child i if (min_t < bv_t[i]) break; shape_t = indintersection(ray, child); if (shape_t < min_t) min_t = shape_t; return min_t;» cceleration techniques! ounding volume hierarchies» S trees

6 Uniform Grid onstruct uniform grid over scene! Index primitives according to overlaps with grid cells Uniform Grid Trace rays through grid cells! ast! Incremental Only check primitives in intersected grid cells Uniform Grid otential problem:! How choose suitable grid resolution? Too little benefit if grid is too coarse Too much cost if grid is too fine» cceleration techniques! ounding volume hierarchies» S trees Octree onstruct adaptive grid over scene! Recursively subdivide box-shaped cells into 8 octants! Index primitives by overlaps with cells Octree Trace rays through neighbor cells! ewer cells! More complex neighbor finding Generally fewer cells Trade-off fewer cells for more expensive traversal

7 » cceleration techniques! ounding volume hierarchies» S trees inary Space artition (S) Tree Recursively partition space by planes! very cell is a convex polyhedron inary Space artition (S) Tree Simple recursive algorithms! xample: point finding inary Space artition (S) Tree Trace rays by recursion on tree! S construction enables simple front-to-back traversal inary Space artition (S) Tree RayTreeIntersect(Ray ray, Node node, double min, double max) if (Node is a leaf) return intersection of closest primitive in cell, or NULL if none else dist = distance of the ray point to split plane of node near_child = child of node that contains the origin of Ray far_child = other child of node if the interval to look is on near side return RayTreeIntersect(ray, near_child, min, max) else if the interval to look is on far side return RayTreeIntersect(ray, far_child, min, max) else if the interval to look is on both side if (RayTreeIntersect(ray, near_child, min, dist)) return ; else return RayTreeIntersect(ray, far_child, dist, max) Other ccelerations Screen space coherence! heck last hit first! eam tracing! encil tracing! one tracing Memory coherence! Large scenes arallelism! Ray casting is embarassingly parallelizable etc.

8 cceleration Intersection acceleration techniques are important! ounding volume hierarchies General concepts! Sort objects spatially! Make trivial rejections quick! Utilize coherence when possible xpected time is sub-linear in number of primitives Summary Writing a simple ray casting renderer is easy! Generate rays! Intersection tests! Lighting calculations Image Rayast(amera camera, Scene scene, int width, int height) Image image = new Image(width, height); for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) Ray ray = onstructraythroughixel(camera, i, j); Intersection hit = indintersection(ray, scene); image[i][j] = Getolor(hit); return image; Heckbert s business card ray tracer Next Time is Illumination! typedef structdouble x,y,zvec;vec U,black,amb=.0,.0,.0;struct sphere vec cen,color; double rad,kd,ks,kt,kl,ir*s,*best,sph[]=0.,6.,.,.,.,.,.9,.0,.,.8,0.,.7,-.,8.,-.,.,.,.,.,.7,.,0.,.0,.,.,8.,-.,.,.8,.8,.,.,.7,0.,0.,.,.,-6.,.,.,.8,.,7.,0.,0.,0.,.6,.,-.,-.,.,.8,.,.,.,0.,0.,0.,.,.,;yx;double u,b,tmin,sqrt(),tan();double vdot(,)vec,;return.x *.x+.y*.y+.z*.z;vec vcomb(a,,)double a;vec,;.x+=a*.x;.y+=a*.y;.z+=a*.z; return ;vec vunit()vec ;return vcomb(./sqrt( vdot(,)),,black);struct sphere*intersect (,)vec,;best=0;tmin=e0;s= sph+;while(s-->sph)b=vdot(,u=vcomb(-.,,s->cen)), u=b*b-vdot(u,u)+s->rad*s ->rad,u=u>0?sqrt(u):e,u=b-u>e-7?b-u:b+u,tmin=u>=e-7&& u<tmin?best=s,u: tmin;return best;vec trace(level,,)vec,;double d,eta,e;vec N,color; struct sphere*s,*l;if(!level--)return black;if(s=intersect(,));else return amb;color=amb;eta= s->ir;d= -vdot(,n=vunit(vcomb(-.,=vcomb(tmin,,),s->cen )));if(d<0)n=vcomb(-.,n,black), eta=/eta,d= -d;l=sph+;while(l-->sph)if((e=l ->kl*vdot(n,u=vunit(vcomb(-.,,l->cen))))>0&& intersect(,u)==l)color=vcomb(e,l->color,color);u=s->color;color.x*=u.x;color.y*=u.y;color.z *=U.z;e=-eta* eta*(-d*d);return vcomb(s->kt,e>0?trace(level,,vcomb(eta,,vcomb(eta*dsqrt (e),n,black))):black,vcomb(s->ks,trace(level,,vcomb(*d,n,)),vcomb(s->kd, color,vcomb (s->kl,u,black))));main()printf("%d %d\n",,);while(yx<*) U.x=yx%-/,U.z=/- yx++/,u.y=//tan(/.9906),u=vcomb(., trace(,black,vunit(u)),black),printf ("%.0f %.0f %.0f\n",U);/*minray!*/ Without Illumination With Illumination

Ray Casting. COS 426, Spring 2015 Princeton University

Ray Casting. COS 426, Spring 2015 Princeton University Ray Casting COS 426, Spring 2015 Princeton University Ray Casting The color of each pixel on the view plane depends on the radiance emanating along rays from visible surfaces in scene Light Surfaces Camera

More information

Rendering. What is 3D rendering? קורס גרפיקה ממוחשבת 2008 סמסטר ב' מצלמה תאורה. Rendering Scenarios. Rendering Scenarios. 3D Rendering Issues

Rendering. What is 3D rendering? קורס גרפיקה ממוחשבת 2008 סמסטר ב' מצלמה תאורה. Rendering Scenarios. Rendering Scenarios. 3D Rendering Issues What is rendering? onstruct an image from a model קורס גרפיקה ממוחשבת 008 סמסטר ב' מצלמה תאורה iew lane Rendering Rendering מודל חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור

More information

Accelerating Ray-Scene Intersection Calculations

Accelerating Ray-Scene Intersection Calculations ccelerating Ray-Scene Intersection alculations onnelly arnes S 80: Graphics cknowledgment: slides by Jason Lawrence, Misha Kazhdan, llison Klein, Tom unkhouser, dam inkelstein and avid obkin Overview cceleration

More information

קורס גרפיקה ממוחשבת 2010/2009 סמסטר א' Rendering 1 חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור

קורס גרפיקה ממוחשבת 2010/2009 סמסטר א' Rendering 1 חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור קורס גרפיקה ממוחשבת 2010/2009 סמסטר א' Rendering 1 חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור What is 3D rendering? Construct an image from a 3D model מצלמה תאורה View Plane

More information

Ray Casting. Connelly Barnes CS 4810: Graphics

Ray Casting. Connelly Barnes CS 4810: Graphics Ray Casting Connelly Barnes CS 4810: Graphics Acknowledgment: slides by Jason Lawrence, Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin Traditional Pinhole Camera The film

More information

Ray Tracing. Local illumination. + ambient term. L (V) L e (V)+Σ l r l L l (L l )f r (L l,v) cos θ l. + k a L a 3 /25.

Ray Tracing. Local illumination. + ambient term. L (V) L e (V)+Σ l r l L l (L l )f r (L l,v) cos θ l. + k a L a 3 /25. Ray Tracing Balázs Csébfalvi Department of Control Engineering and Information Technology email: cseb@iit.bme.hu Web: http://www.iit.bme.hu/~cseb Local illumination only direct illumination piel L l L

More information

Physically Based Rendering ( ) Intersection Acceleration

Physically Based Rendering ( ) Intersection Acceleration Physically ased Rendering (600.657) Intersection cceleration Intersection Testing ccelerated techniques try to leverage: Grouing: To efficiently discard grous of rimitives that are guaranteed to be missed

More information

Programming Style. Programming Style. Programming Style CS 217

Programming Style. Programming Style. Programming Style CS 217 Programming Style CS 217 Programming Style Who reads your code? compiler other programmers Which one cares about style? typedef structdouble x,y,zvec;vec U,black,amb=.02,.02,.02;struct sphere vec cen,color;double

More information

Programming Style CS 217

Programming Style CS 217 Programming Style CS 21 Programming Style Who reads your code? compiler other programmers Which one cares about style? typedef structdouble x,y,zvec;vec U,black,amb=.02,.02,.02;struct sphere vec cen,color;double

More information

Ray Tracing. Outline. Ray Tracing: History

Ray Tracing. Outline. Ray Tracing: History Foundations of omputer Graphics Online Lecture 9: Ray Tracing 1 History and asic Ray asting Ravi Ramamoorthi Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,

More information

11 - Spatial Data Structures

11 - Spatial Data Structures 11 - Spatial Data Structures cknowledgement: Marco Tarini Types of Queries Graphic applications often require spatial queries Find the k points closer to a specific point p (k-nearest Neighbours, knn)

More information

Speeding Up Ray Tracing. Optimisations. Ray Tracing Acceleration

Speeding Up Ray Tracing. Optimisations. Ray Tracing Acceleration Speeding Up Ray Tracing nthony Steed 1999, eline Loscos 2005, Jan Kautz 2007-2009 Optimisations Limit the number of rays Make the ray test faster for shadow rays the main drain on resources if there are

More information

Today. Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques

Today. Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques Ray Tracing Today Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques Example 1 Example 2 What is 3D Rendering? Construct an image from a 3D model Camera

More information

Accelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016

Accelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016 Accelerating Geometric Queries Computer Graphics CMU 15-462/15-662, Fall 2016 Geometric modeling and geometric queries p What point on the mesh is closest to p? What point on the mesh is closest to p?

More information

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012)

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012) Foundations of omputer Graphics (Spring 202) S 84, Lecture 5: Ray Tracing http://inst.eecs.berkeley.edu/~cs84 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,

More information

3D Rendering and Ray Casting

3D Rendering and Ray Casting 3D Rendering and Ray Casting Michael Kazhdan (601.457/657) HB Ch. 13.7, 14.6 FvDFH 15.5, 15.10 Rendering Generate an image from geometric primitives Rendering Geometric Primitives (3D) Raster Image (2D)

More information

Lecture 11: Ray tracing (cont.)

Lecture 11: Ray tracing (cont.) Interactive Computer Graphics Ray tracing - Summary Lecture 11: Ray tracing (cont.) Graphics Lecture 10: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Ray tracing -

More information

HIGH PERFORMANCE RAY TRACING: IMPLICATIONS FOR SYSTEM ARCHITECTURES. Computer Graphics. Erik Brunvand, University of Utah 9/2/15&

HIGH PERFORMANCE RAY TRACING: IMPLICATIONS FOR SYSTEM ARCHITECTURES. Computer Graphics. Erik Brunvand, University of Utah 9/2/15& Turner Whitted The Compleat Angler 1979 HIGH PERFORMANCE RAY TRACING: IMPLICATIONS FOR SYSTEM ARCHITECTURES Erik Brunvand, University of Utah Computer Graphics 1& Computer Graphics Computer Graphics 2&

More information

Intersection Acceleration

Intersection Acceleration Advanced Computer Graphics Intersection Acceleration Matthias Teschner Computer Science Department University of Freiburg Outline introduction bounding volume hierarchies uniform grids kd-trees octrees

More information

Ray Tracing. Foley & Van Dam, Chapters 15 and 16

Ray Tracing. Foley & Van Dam, Chapters 15 and 16 Ray Tracing Foley & Van Dam, Chapters 15 and 16 Ray Tracing Visible Surface Ray Tracing (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Ray Tracing Determine visibility

More information

Ray Tracing Foley & Van Dam, Chapters 15 and 16

Ray Tracing Foley & Van Dam, Chapters 15 and 16 Foley & Van Dam, Chapters 15 and 16 (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Determine visibility of a surface by tracing rays of light from the viewer s eye

More information

Ray Casting. Outline in Code. Outline. Finding Ray Direction. Heckbert s Business Card Ray Tracer. Foundations of Computer Graphics (Fall 2012)

Ray Casting. Outline in Code. Outline. Finding Ray Direction. Heckbert s Business Card Ray Tracer. Foundations of Computer Graphics (Fall 2012) Foundations of Computer Graphics (Fall 2012) CS 184, Lectures 17, 18: Nuts and bolts of Ray Tracing Heckbert s Business Card Ray Tracer http://inst.eecs.berkeley.edu/~cs184 Acknowledgements: Thomas Funkhouser

More information

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo Hidden-Surface Removal Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm

More information

Advanced Graphics. Ray Tracing All the maths. Cornell Box by Steven Parker, University of Utah.

Advanced Graphics. Ray Tracing All the maths. Cornell Box by Steven Parker, University of Utah. A tera-ray monte-carlo rendering of the Cornell Box, generated in 2 CPU years on an Origin 2000. The full image contains 2048 x 2048 pixels with over 100,000 primary rays per pixel (317 x 317 jittered

More information

Ray Casting. To Do. Outline. Outline in Code. Foundations of Computer Graphics (Spring 2012) Heckbert s Business Card Ray Tracer

Ray Casting. To Do. Outline. Outline in Code. Foundations of Computer Graphics (Spring 2012) Heckbert s Business Card Ray Tracer Foundations of Computer Graphics (Spring 2012) CS 184, Lectures 16, 18: Nuts and bolts of Ray Tracing To Do Finish homework 3 Prepare for Midterm (Monday) Everything before this week (no raytracing) Closed

More information

3D Rendering and Ray Casting

3D Rendering and Ray Casting 3D Rendering and Ray Casting Michael Kazhdan (601.457/657) HB Ch. 13.7, 14.6 FvDFH 15.5, 15.10 Rendering Generate an image from geometric primitives Rendering Geometric Primitives (3D) Raster Image (2D)

More information

Ray Casting. Outline. Similar to glulookat derivation. Foundations of Computer Graphics

Ray Casting. Outline. Similar to glulookat derivation. Foundations of Computer Graphics Foundations of omputer Graphics Online Lecture 10: Ray Tracing 2 Nuts and olts amera Ray asting Outline amera Ray asting (choose ray directions) Ravi Ramamoorthi Outline in ode Image Raytrace (amera cam,

More information

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Anti-aliased and accelerated ray tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Reading Required: Watt, sections 12.5.3 12.5.4, 14.7 Further reading: A. Glassner.

More information

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday Announcements Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday 1 Spatial Data Structures Hierarchical Bounding Volumes Grids Octrees BSP Trees 11/7/02 Speeding Up Computations

More information

Good Programming CS 217. Read: chapters 1 and 4 of The Practice of Programming

Good Programming CS 217. Read: chapters 1 and 4 of The Practice of Programming Good Programming CS 217 Read: chapters 1 and 4 of The Practice of Programming 1 Overview of Today s Class Programming style o Layout and indentation o Variable names o Documentation Modularity o Modules

More information

Acceleration Data Structures

Acceleration Data Structures CT4510: Computer Graphics Acceleration Data Structures BOCHANG MOON Ray Tracing Procedure for Ray Tracing: For each pixel Generate a primary ray (with depth 0) While (depth < d) { Find the closest intersection

More information

Ray Genealogy. Raytracing: Performance. Bounding Volumes. Bounding Volume. Acceleration Classification. Acceleration Classification

Ray Genealogy. Raytracing: Performance. Bounding Volumes. Bounding Volume. Acceleration Classification. Acceleration Classification Raytracing: Performance OS 4328/5327 Scott. King Ray Genealogy 1 Ray/pixel at 1k 1k image = 1M? rays rays. Say on avg. 6 secondary rays = 7M?rays rays 100k objects with 10 ops for intersection =? Operations

More information

Spatial Data Structures

Spatial Data Structures Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster

More information

3D Rendering. Course Syllabus. Where Are We Now? Rendering. 3D Rendering Example. Overview. Rendering. I. Image processing II. Rendering III.

3D Rendering. Course Syllabus. Where Are We Now? Rendering. 3D Rendering Example. Overview. Rendering. I. Image processing II. Rendering III. Course Syllabus I. Image processing II. Rendering III. Modeling 3D Rendering Rendering I. Animation (Michael Bostock, CS426, Fall99) Image Processing Adam Finkelstein Princeton University COS 426, Spring

More information

Spatial Data Structures

Spatial Data Structures CSCI 420 Computer Graphics Lecture 17 Spatial Data Structures Jernej Barbic University of Southern California Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees [Angel Ch. 8] 1 Ray Tracing Acceleration

More information

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Anti-aliased and accelerated ray tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell eading! equired:! Watt, sections 12.5.3 12.5.4, 14.7! Further reading:! A. Glassner.

More information

Computer Graphics Ray Casting. Matthias Teschner

Computer Graphics Ray Casting. Matthias Teschner Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg

More information

Motivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline

Motivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline Sampling and Reconstruction of Visual Appearance CSE 274 [Fall 2018], Special Lecture Ray Tracing Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Ray Tracing is a core aspect of both offline

More information

Ray Intersection Acceleration

Ray Intersection Acceleration Ray Intersection Acceleration CMPT 461/761 Image Synthesis Torsten Möller Reading Chapter 2, 3, 4 of Physically Based Rendering by Pharr&Humphreys An Introduction to Ray tracing by Glassner Topics today

More information

CS770/870 Spring 2017 Ray Tracing Implementation

CS770/870 Spring 2017 Ray Tracing Implementation Useful ector Information S770/870 Spring 07 Ray Tracing Implementation Related material:angel 6e: h.3 Ray-Object intersections Spheres Plane/Polygon Box/Slab/Polyhedron Quadric surfaces Other implicit/explicit

More information

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1 Ray tracing Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 3/19/07 1 From last time Hidden surface removal Painter s algorithm Clipping algorithms Area subdivision BSP trees Z-Buffer

More information

Accelerating Ray Tracing

Accelerating Ray Tracing Accelerating Ray Tracing Ray Tracing Acceleration Techniques Faster Intersections Fewer Rays Generalized Rays Faster Ray-Object Intersections Object bounding volumes Efficient intersection routines Fewer

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 11: Acceleration. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 11: Acceleration. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 11: Acceleration Welcome! Today s Agenda: High-speed Ray Tracing Acceleration Structures The Bounding Volume Hierarchy BVH Construction BVH

More information

Computer Graphics. Bing-Yu Chen National Taiwan University

Computer Graphics. Bing-Yu Chen National Taiwan University Computer Graphics Bing-Yu Chen National Taiwan University Visible-Surface Determination Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm Scan-Line Algorithm

More information

Spatial Data Structures

Spatial Data Structures CSCI 480 Computer Graphics Lecture 7 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids BSP Trees [Ch. 0.] March 8, 0 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s/

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) April 1, 2003 [Angel 9.10] Frank Pfenning Carnegie

More information

Bounding Volume Hierarchies. CS 6965 Fall 2011

Bounding Volume Hierarchies. CS 6965 Fall 2011 Bounding Volume Hierarchies 2 Heightfield 3 C++ Operator? #include int main() { int x = 10; while( x --> 0 ) // x goes to 0 { printf("%d ", x); } } stackoverflow.com/questions/1642028/what-is-the-name-of-this-operator

More information

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

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

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) March 28, 2002 [Angel 8.9] Frank Pfenning Carnegie

More information

Visible Surface Detection Methods

Visible Surface Detection Methods Visible urface Detection Methods Visible-urface Detection identifying visible parts of a scene (also hidden- elimination) type of algorithm depends on: complexity of scene type of objects available equipment

More information

Viewing and Ray Tracing. CS 4620 Lecture 4

Viewing and Ray Tracing. CS 4620 Lecture 4 Viewing and Ray Tracing CS 4620 Lecture 4 2014 Steve Marschner 1 Projection To render an image of a 3D scene, we project it onto a plane Most common projection type is perspective projection 2014 Steve

More information

Viewing and Ray Tracing

Viewing and Ray Tracing Viewing and Ray Tracing CS 4620 Lecture 4 2018 Steve Marschner 1 Projection To render an image of a 3D scene, we project it onto a plane Most common projection type is perspective projection 2018 Steve

More information

Ray Tracing: Intersection

Ray Tracing: Intersection Computer Graphics as Virtual Photography Ray Tracing: Intersection Photography: real scene camera (captures light) photo processing Photographic print processing Computer Graphics: 3D models camera tone

More information

Ray-tracing Acceleration. Acceleration Data Structures for Ray Tracing. Shadows. Shadows & Light Sources. Antialiasing Supersampling.

Ray-tracing Acceleration. Acceleration Data Structures for Ray Tracing. Shadows. Shadows & Light Sources. Antialiasing Supersampling. Ray-tracing Acceleration Acceleration Data Structures for Ray Tracing Thanks to Fredo Durand and Barb Cutler Soft shadows Antialiasing (getting rid of jaggies) Glossy reflection Motion blur Depth of field

More information

Topics. Ray Tracing II. Intersecting transformed objects. Transforming objects

Topics. Ray Tracing II. Intersecting transformed objects. Transforming objects Topics Ray Tracing II CS 4620 Lecture 16 Transformations in ray tracing Transforming objects Transformation hierarchies Ray tracing acceleration structures Bounding volumes Bounding volume hierarchies

More information

Last Time: Acceleration Data Structures for Ray Tracing. Schedule. Today. Shadows & Light Sources. Shadows

Last Time: Acceleration Data Structures for Ray Tracing. Schedule. Today. Shadows & Light Sources. Shadows Last Time: Acceleration Data Structures for Ray Tracing Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion

More information

VIII. Visibility algorithms (II)

VIII. Visibility algorithms (II) VIII. Visibility algorithms (II) Hybrid algorithsms: priority list algorithms Find the object visibility Combine the operations in object space (examples: comparisons and object partitioning) with operations

More information

Today. Acceleration Data Structures for Ray Tracing. Cool results from Assignment 2. Last Week: Questions? Schedule

Today. Acceleration Data Structures for Ray Tracing. Cool results from Assignment 2. Last Week: Questions? Schedule Today Acceleration Data Structures for Ray Tracing Cool results from Assignment 2 Last Week: koi seantek Ray Tracing Shadows Reflection Refraction Local Illumination Bidirectional Reflectance Distribution

More information

Ray Tracing. Cornell CS4620/5620 Fall 2012 Lecture Kavita Bala 1 (with previous instructors James/Marschner)

Ray Tracing. Cornell CS4620/5620 Fall 2012 Lecture Kavita Bala 1 (with previous instructors James/Marschner) CS4620/5620: Lecture 37 Ray Tracing 1 Announcements Review session Tuesday 7-9, Phillips 101 Posted notes on slerp and perspective-correct texturing Prelim on Thu in B17 at 7:30pm 2 Basic ray tracing Basic

More information

Topics. Ray Tracing II. Transforming objects. Intersecting transformed objects

Topics. Ray Tracing II. Transforming objects. Intersecting transformed objects Topics Ray Tracing II CS 4620 ations in ray tracing ing objects ation hierarchies Ray tracing acceleration structures Bounding volumes Bounding volume hierarchies Uniform spatial subdivision Adaptive spatial

More information

Ray Intersection Acceleration

Ray Intersection Acceleration Ray Intersection Acceleration Image Synthesis Torsten Möller Reading Physically Based Rendering by Pharr&Humphreys Chapter 2 - rays and transformations Chapter 3 - shapes Chapter 4 - intersections and

More information

Ray Tracing. Computer Graphics CMU /15-662, Fall 2016

Ray Tracing. Computer Graphics CMU /15-662, Fall 2016 Ray Tracing Computer Graphics CMU 15-462/15-662, Fall 2016 Primitive-partitioning vs. space-partitioning acceleration structures Primitive partitioning (bounding volume hierarchy): partitions node s primitives

More information

Ray Tracing Acceleration Data Structures

Ray Tracing Acceleration Data Structures Ray Tracing Acceleration Data Structures Sumair Ahmed October 29, 2009 Ray Tracing is very time-consuming because of the ray-object intersection calculations. With the brute force method, each ray has

More information

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz Computing Visibility BSP Trees Ray Casting Depth Buffering Quiz Power of Plane Equations We ve gotten a lot of mileage out of one simple equation. Basis for D outcode-clipping Basis for plane-at-a-time

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

improving raytracing speed

improving raytracing speed ray tracing II computer graphics ray tracing II 2006 fabio pellacini 1 improving raytracing speed computer graphics ray tracing II 2006 fabio pellacini 2 raytracing computational complexity ray-scene intersection

More information

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11. Chapter 11 Global Illumination Part 1 Ray Tracing Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.3 CG(U), Chap.11 Part 1:Ray Tracing 1 Can pipeline graphics renders images

More information

Solid Modeling. Thomas Funkhouser Princeton University C0S 426, Fall Represent solid interiors of objects

Solid Modeling. Thomas Funkhouser Princeton University C0S 426, Fall Represent solid interiors of objects Solid Modeling Thomas Funkhouser Princeton University C0S 426, Fall 2000 Solid Modeling Represent solid interiors of objects Surface may not be described explicitly Visible Human (National Library of Medicine)

More information

1999, Denis Zorin. Ray tracing

1999, Denis Zorin. Ray tracing Ray tracing Ray tracing shadow rays normal reflected ray pixel ray camera normal Ray casting/ray tracing Iterate over pixels, not objects. Effects that are difficult with Z-buffer, are easy with ray tracing:

More information

CPSC / Sonny Chan - University of Calgary. Collision Detection II

CPSC / Sonny Chan - University of Calgary. Collision Detection II CPSC 599.86 / 601.86 Sonny Chan - University of Calgary Collision Detection II Outline Broad phase collision detection: - Problem definition and motivation - Bounding volume hierarchies - Spatial partitioning

More information

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University Ray Tracing III Wen-Chieh (Steve) Lin National Chiao-Tung University Shirley, Fundamentals of Computer Graphics, Chap 10 Doug James CG slides, I-Chen Lin s CG slides Ray-tracing Review For each pixel,

More information

Rendering. Generate an image from geometric primitives II. Rendering III. Modeling IV. Animation. (Michael Bostock, CS426, Fall99)

Rendering. Generate an image from geometric primitives II. Rendering III. Modeling IV. Animation. (Michael Bostock, CS426, Fall99) 1 Course Syllabus 2 I. Image processing 3D Adam Finkelstein Princeton University C0S 426, Fall 2001 II. III. Modeling IV. Animation Image Processing (Rusty Coleman, CS426, Fall99) (Michael Bostock, CS426,

More information

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) CS380: Computer Graphics Ray Tracing Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Class Objectives Understand overall algorithm of recursive ray tracing Ray generations Intersection

More information

Accelerating Ray-Tracing

Accelerating Ray-Tracing Lecture 9: Accelerating Ray-Tracing Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 Course Roadmap Rasterization Pipeline Core Concepts Sampling Antialiasing Transforms Geometric Modeling

More information

Questions from Last Week? Extra rays needed for these effects. Shadows Motivation

Questions from Last Week? Extra rays needed for these effects. Shadows Motivation CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM 8:50PM Presentation 4 4/22/08 Questions from Last Week? Color models Light models Phong shading model Assignment

More information

Advanced 3D-Data Structures

Advanced 3D-Data Structures Advanced 3D-Data Structures Eduard Gröller, Martin Haidacher Institute of Computer Graphics and Algorithms Vienna University of Technology Motivation For different data sources and applications different

More information

CS 431/636 Advanced Rendering Techniques

CS 431/636 Advanced Rendering Techniques CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM 8:50PM Presentation 4 4/22/08 Questions from Last Week? Color models Light models Phong shading model Assignment

More information

Ray Tracing Acceleration. CS 4620 Lecture 22

Ray Tracing Acceleration. CS 4620 Lecture 22 Ray Tracing Acceleration CS 4620 Lecture 22 2014 Steve Marschner 1 Topics Transformations in ray tracing Transforming objects Transformation hierarchies Ray tracing acceleration structures Bounding volumes

More information

Spatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

Spatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial Data Structures and Speed-Up Techniques Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial data structures What is it? Data structure that organizes

More information

Acceleration Structures. CS 6965 Fall 2011

Acceleration Structures. CS 6965 Fall 2011 Acceleration Structures Run Program 1 in simhwrt Lab time? Program 2 Also run Program 2 and include that output Inheritance probably doesn t work 2 Boxes Axis aligned boxes Parallelepiped 12 triangles?

More information

Computational Geometry

Computational Geometry Orthogonal Range Searching omputational Geometry hapter 5 Range Searching Problem: Given a set of n points in R d, preprocess them such that reporting or counting the k points inside a d-dimensional axis-parallel

More information

MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur

MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur Leonhard Grünschloß Martin Stich Sehera Nawaz Alexander Keller August 6, 2011 Principles of Accelerated Ray Tracing Hierarchical

More information

Parallel Physically Based Path-tracing and Shading Part 3 of 2. CIS565 Fall 2012 University of Pennsylvania by Yining Karl Li

Parallel Physically Based Path-tracing and Shading Part 3 of 2. CIS565 Fall 2012 University of Pennsylvania by Yining Karl Li Parallel Physically Based Path-tracing and Shading Part 3 of 2 CIS565 Fall 202 University of Pennsylvania by Yining Karl Li Jim Scott 2009 Spatial cceleration Structures: KD-Trees *Some portions of these

More information

More Hidden Surface Removal

More Hidden Surface Removal Lecture 8 More Hidden Surface Removal Efficient Painter - binary space partition (BSP) tree Efficient Ray Casting - spatial partitioning (uniform, octrees) - bounding volumes Recall last lecture... front

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

Supplement to Lecture 16

Supplement to Lecture 16 Supplement to Lecture 16 Global Illumination: View Dependent CS 354 Computer Graphics http://www.cs.utexas.edu/~bajaj/ Notes and figures from Ed Angel: Interactive Computer Graphics, 6 th Ed., 2012 Addison

More information

Advanced Ray Tracing

Advanced Ray Tracing Advanced Ray Tracing Thanks to Fredo Durand and Barb Cutler The Ray Tree Ni surface normal Ri reflected ray Li shadow ray Ti transmitted (refracted) ray 51 MIT EECS 6.837, Cutler and Durand 1 Ray Tree

More information

Logistics. CS 586/480 Computer Graphics II. Questions from Last Week? Slide Credits

Logistics. CS 586/480 Computer Graphics II. Questions from Last Week? Slide Credits CS 586/480 Computer Graphics II Dr. David Breen Matheson 408 Thursday 6PM Æ 8:50PM Presentation 4 10/28/04 Logistics Read research paper and prepare summary and question P. Hanrahan, "Ray Tracing Algebraic

More information

Modeling Transformations

Modeling Transformations Modeling Transformations Michael Kazhdan (601.457/657) HB Ch. 5 FvDFH Ch. 5 Overview Ra-Tracing so far Modeling transformations Ra Tracing Image RaTrace(Camera camera, Scene scene, int width, int heigh,

More information

The feature set you are required to implement in your ray tracer is as follows (by order from easy to hard):

The feature set you are required to implement in your ray tracer is as follows (by order from easy to hard): Ray Tracing exercise TAU, Computer Graphics, 0368.3014, semester B Go to the Updates and FAQ Page Overview The objective of this exercise is to implement a ray casting/tracing engine. Ray tracing is a

More information

Accelerated Raytracing

Accelerated Raytracing Accelerated Raytracing Why is Acceleration Important? Vanilla ray tracing is really slow! mxm pixels, kxk supersampling, n primitives, average ray path length of d, l lights, 2 recursive ray casts per

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

Particle systems, collision detection, and ray tracing. Computer Graphics CSE 167 Lecture 17

Particle systems, collision detection, and ray tracing. Computer Graphics CSE 167 Lecture 17 Particle systems, collision detection, and ray tracing Computer Graphics CSE 167 Lecture 17 CSE 167: Computer graphics Particle systems Collision detection Ray tracing CSE 167, Winter 2018 2 Particle systems

More information

Ray Tracing Acceleration. CS 4620 Lecture 20

Ray Tracing Acceleration. CS 4620 Lecture 20 Ray Tracing Acceleration CS 4620 Lecture 20 2013 Steve Marschner 1 Will this be on the exam? or, Prelim 2 syllabus You can expect emphasis on topics related to the assignment (Shaders 1&2) and homework

More information

Collision and Proximity Queries

Collision and Proximity Queries Collision and Proximity Queries Dinesh Manocha (based on slides from Ming Lin) COMP790-058 Fall 2013 Geometric Proximity Queries l Given two object, how would you check: If they intersect with each other

More information

Reading Ray Intersection Chapter 2: Geometry and Transformations Acceleration Covers basic math and PBRT implementation: read on your own

Reading Ray Intersection Chapter 2: Geometry and Transformations Acceleration Covers basic math and PBRT implementation: read on your own eading ay Intersection Acceleration eadings Chapter 2 Geometry & Transformations Chapter 3 Shapes Chapter 4 rimitives & Intersection Acceleration Covers basic math and BT implementation: read on your own

More information

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates

More information

Ray tracing idea. Ray Tracing. Ray tracing algorithm. Plane projection in drawing. CS 465 Lecture 3

Ray tracing idea. Ray Tracing. Ray tracing algorithm. Plane projection in drawing. CS 465 Lecture 3 Ray tracing idea Ray Tracing CS 465 Lecture 3 2007 Doug James 1 2007 Doug James 2 Ray tracing algorithm Plane projection in drawing for each pixel { compute viewing ray intersect ray with scene compute

More information

Culling. Computer Graphics CSE 167 Lecture 12

Culling. Computer Graphics CSE 167 Lecture 12 Culling Computer Graphics CSE 167 Lecture 12 CSE 167: Computer graphics Culling Definition: selecting from a large quantity In computer graphics: selecting primitives (or batches of primitives) that are

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics

More information