CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon
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1 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon
2
3
4
5 Light source
6 Light interacts with objects in scene
7 Image plane
8 ?? Most light doesn t reach the camera
9 ?? Most light doesn t reach the camera
10 Many lighting effects are reversible
11 Trace rays from light to camera
12 Trace rays from light to camera
13 Draw viewing ray through each pixel
14 Intersect with geometry
15 Compute light ray
16 Evaluate shading µ
17 Take closest one
18 µ µ Redirect ray
19 µ µ Redirect ray
20 Rasterization for (each object in scene) drawobject();
21 Rasterization for (each object in scene) drawobject(); Ray Tracing for (each pixel in image) sendray();
22 Rasterization for (each object in scene) drawobject(); Ray Tracing for (each pixel in image) sendray();
23 for each pixel do compute viewing ray if (ray hits an object with t>0) then Compute normal Evaluate shading model else Set pixel color to background color Textbook page 85
24 ~d = direction ~o = origin Ray
25 ~d = direction Does not have to be unit length! ~o = origin Ray
26 t 1 t 2 (0; 1) ~o + t ~ d Point on Ray
27 ~o + t ~ d t < 0 Point on Ray
28 ~o + t ~ d t < 0 Point on Ray
29 No perspective transformation needed! ~j ~p 0 ~p = ~p 0 + u~i + v~j u 2 [0; w]; v 2 [0; h] ~i Generating rays
30 k~x ~ck 2 = R 2 ~o + t ~ d Ray-object intersection
31 ~o + t ~ d k~x ~ck 2 = R 2 Ray-object intersection
32 ~o + t ~ d k~x ~ck 2 = R 2 k~o + t ~ d ~ck 2 = R 2 Ray-object intersection
33 ~o + t ~ d k~x ~ck 2 = R 2 k~o + t ~ d ~ck 2 = R 2 (~o + t ~ d ~c) (~o + t ~ d ~c) = R 2 Ray-object intersection
34 ~o + t d ~ k~x ~ck 2 = R 2 k~o + t d ~ ~ck 2 = R 2 (~o + t d ~ ~c) (~o + t d ~ ~c) = R 2 k dk ~ 2 t 2 + 2((~o ~c) d)t ~ + k~o ~ck 2 = R 2 Ray-object intersection
35 Ray-object intersection CS 148, fall 2011
36 ~x ~c ~ N = ~x ~c k k Normals
37 ~v 3 ~N = (~v 2 ~v 1 ) (~v 3 ~v 1 ) k(~v 2 ~v 1 ) (~v 3 ~v 1 )k ~v 3 ~v 1 ~v 1 ~v 2 ~v 2 ~v 1 Normals
38 ~ l2 ~x ~ l1 ~x ~x Light rays
39
40 Intersect light ray with scene
41 abstract class surface virtual hit-record hit(ray, t0, t1) virtual box bounding-box() struct hit-record vector3d position, normal surface hit-surface abstract class material color evaluate(in-ray, normal, pos)
42 color ray-trace(ray r) hit-record record = intersect(r); if (record.hit-surface.is-reflective) ray reflected-ray = reflect(r,record.normal); color reflected-color = ray-trace(reflected-ray); compute-spectral-component( reflected-color);
43 Lots of bounces Fewer bounces CS 148, fall 2011 Save time; avoid infinite recursion
44 Deal with repeated objects
45 Store object once, use often Deal with repeated objects
46 Each instance stores a transformation matrix M (can stretch, rotate, etc!) Deal with repeated objects
47 M 2 R 3 3 Object coordinates World coordinates Deal with repeated objects
48 M 2 R 3 3 ~o + t ~ d Deal with repeated objects
49 Do intersection here! M 2 R 3 3 M 1 ~o + tm 1 ~ d ~o + t ~ d Deal with repeated objects
50 M 2 R 3 3 M 1 ~o + tm 1 ~ d Same t! ~o + t ~ d Deal with repeated objects
51 M 2 R 3 3 ~N ~ M ~ N Deal with repeated objects
52 Binary operations for shape
53 A B A [ B A B A \ B Binary operations for shape
54 A B A [ B A B A \ B Binary operations for shape
55 A B in(a) = [1; 3] in(b) = [2; 6] in(a \ B) = [2; 3] in(a [ B) = [1; 6] in(a B) = [1; 2) Store inside intervals
56 A B in(a) = [1; 3] in(b) = [2; 6] in(a \ B) = [2; 3] in(a [ B) = [1; 6] in(a B) = [1; 2) Store inside intervals
57 A B in(a) = [1; 3] in(b) = [2; 6] in(a \ B) = [2; 3] in(a [ B) = [1; 6] in(a B) = [1; 2) Store inside intervals
58 A B in(a) = [1; 3] in(b) = [2; 6] in(a \ B) = [2; 3] in(a [ B) = [1; 6] in(a B) = [1; 2) Store inside intervals
59
60
61 Scatter rays to make ray tracing less crisp.
62 Multiple rays per pixel
63 Moiré pattern Multiple rays per pixel
64 Remove Moiré patterns
65 ???
66
67
68 Hard shadows Soft shadows
69 Lights aren t all point sources
70 Randomly sample light rays
71 Shadow computed per ray
72 Shadow computed per ray
73 Shadow computed per ray
74
75 Square lens Focus plane Randomly sample eye positions
76 Randomly sample reflected rays
77 Randomly sample positions
78 Diffuse Ambient Brightness depends on nearby geometry
79 Account for indirect lighting
80 Diffuse inter-reflection Account for indirect lighting
81 Caustics Account for indirect lighting
82 Value p b m Variable Pixels on screen Objects in scene Average pixels/object Rasterization: O(bm) Ray tracing: O(bp) Accelerated ray tracing: O(p log b) CS 148, fall 2011
83 Bounding Volume Hierarchy (BVH)
84 Binary Space Partitioning (BSP) trees
85 Uniform subdivision grid
86 [NVIDIA, SIGGRAPH 2008] Embarrassingly parallel, but not SIMD?
87 CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon
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