A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

Size: px
Start display at page:

Download "A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University"

Transcription

1 A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1

2 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global illumination methods handle indirect illumination In particular diffuse inter-reflections This produces realistic (global) effects Reflections, refractions, and shadows 2

3 Realistic Lighting Physical correct model Photons are emitted from light sources. Photons hitting surfaces are scattered or absorbed. What we see is actually photons hitting the eye! Far to expensive to simulate A light source may emit e.g photons/second A tiny fraction of these emitted photons hit the eye Need to solve simultaneously for incoming and outgoing light at all surface points This is a massive integral equation Radiosity deals with the easy case of purely diffuse scenes Alternatively, try to sample a huge number of complete paths from light source to camera. 3

4 Reflectance Reflectance is all about the way light interacts with surfaces A field of study on its own Reflectance modeling Essential for deciding what surfaces look like Also related to the light transport problem The most important quantity is the BRDF BRDF really just means the way light bounces off of something. 4

5 BRDF BRDF = Bidirectional Reflectance Distribution Function A function of a point on the surface, an incoming light direction, and an outgoing light direction Tells you how much of the light that comes in from one direction goes out in another direction General BRDFs are difficult to work with, so simplifications are made 5

6 Example Materials BRDF database Each reflectance function is stored as a densely measured Bidirectional Reflectance Distribution Function (BRDF). See 6

7 The rendering equation Introduced into computer graphics by Kajiya 1986 Based on the law of conservation of energy in physics Realistic rendering is about solving (approximately) the rendering equation (or parts of it) 7

8 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da ω' x'

9 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da L(x',ω') is the radiance from a point on a surface in a given direction ω' ω' x'

10 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da E(x',ω') is the emitted radiance from a point: E is non-zero only if x' is emissive x'

11 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da Sum the contribution from all of the other surfaces in the scene ω' x'

12 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da For each x, compute L(x, ω), the radiance at point x in the direction ω (from x to x') ω' x ω x'

13 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da scale the contribution by ρx'(ω,ω'), the reflectivity (BRDF) of the surface at x' ω' x ω x'

14 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da For each x, compute V(x,x'), the visibility between x and x': 1 when the surfaces are unobstructed along the direction ω, 0 otherwise x ω ω' x'

15 The Rendering Equation, AGAIN! L(x',ω') = E(x',ω') + ρ x' (ω,ω')l(x,ω)g(x,x')v(x,x') da For each x, compute G(x, x'), which describes the on the geometric relationship between the two surfaces at x and x ω' x ω x'

16 Classifying Rendering Methods Consider the type of light interactions they capture Classifying the interactions: light paths Where from, where to What they do along the way 16

17 Light paths Assume only two types of surface interactions Pure diffuse, D Pure specular, S Assume all paths of interest Start at a light source, L End at the eye, E Describe paths using regular expressions Valid paths are L(D S)*E Light, followed by either diffuse or specular, zero or more times, ending at the eye 17

18 Supported light paths examples What light paths are supported in the traditional OpenGL pipeline Simple ray tracing 18

19 LSDE LSE LDE LDDE

20 Path Types Ray Casting: LDE Ray Tracing: LDS*E Radiosity: LD*E LSDE LSE LDE LDDE

21 Progressive Radiosity An object space algorithm View independent Can be pre-computed and used later Surfaces are assumed to be perfectly Lambertian The scene is divided into smaller areas called patches The radiosity, B i, of patch i is the total rate of energy leaving a surface. The radiosity over a patch is constant.

22 Progressive Radiosity Simulates diffuse interreflections Radiosity of each surface depends on radiosity of all other surfaces Gives effects such as color bleeding Divide scene into patches Find formfactors (visibility factors for each pair) Solve system iteratively in terms of bounce levels Results are viewpoint independent 22

23 Distributed Ray Tracing Suggeste by Cook et al., Distribute rays throughout a pixel to get spatial antialiasing Distribute rays in time to get temporal antialiasing (Motion blur) Distribute rays in reflected ray direction to simulate glossy reflections Distribute rays across area light source to simulate soft shadows Distribute rays throughout lens area to simulate depth of field Distribute rays across hemisphere to simulate diffuse interreflection (Radiosity) 23

24 Path tracing Introduced by Kajiya in 1986 Shoot recursive rays randomly Diffuse reflection spawns infinite rays Pick one ray at random Simulates many advanced effects quite naturally soft shadows, depth of field, motion blur, caustics, ambient occlusion, and indirect lighting Photo-realistic results Path tracing can be used as reference for other rendering methods But only if many paths per pixel are traced 24

25 Bi-directional path tracing Introduced by Lafortune 1993 Faster convergence (compared to path tracing) Traces rays both from the eye and the light source Improved method: Metropolis light transport Main idea: when a path has been found from light to eye, then try to explore nearby paths See youtube Two Minute Papers - Metropolis Light Transport 25

26 Photon mapping Introduced by Henrik Wann Jensen Bi-directional path tracing with a cache Simulates transport of individual photons Photons emitted from source Photons deposited on surfaces Photons reflected between surfaces Photons collected by rendering Two pass algorithm Pass one: photon tracing Build the photon map data structure Pass two: rendering Similar to ray tracing: Query both object and nearby photons to determine color 26

27 Caustics (Images by Henrik Wann Jensen) 27

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination Global Illumination Why Global Illumination Last lecture Basic rendering concepts Primitive-based rendering Today: Global illumination Ray Tracing, and Radiosity (Light-based rendering) What s Global Illumination

More information

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1 MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks

More information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS

More information

Global Illumination. COMP 575/770 Spring 2013

Global 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 information

The Rendering Equation and Path Tracing

The Rendering Equation and Path Tracing The Rendering Equation and Path Tracing Louis Feng April 22, 2004 April 21, 2004 Realistic Image Synthesis (Spring 2004) 1 Topics The rendering equation Original form Meaning of the terms Integration Path

More information

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination Raytracing & Epsilon intersects light @ t = 25.2 intersects sphere1 @ t = -0.01 & Monte Carlo Ray Tracing intersects sphere1 @ t = 10.6 Solution: advance the ray start position epsilon distance along the

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 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 information

Illumination Algorithms

Illumination 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 information

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] 1 Global Illumination

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] March 28, 2012 Jernej Barbic University of Southern California

More information

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller Global Illumination CMPT 361 Introduction to Computer Graphics Torsten Möller Reading Foley, van Dam (better): Chapter 16.7-13 Angel: Chapter 5.11, 11.1-11.5 2 Limitation of local illumination A concrete

More information

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Final Project: Real-Time Global Illumination with Radiance Regression Functions Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines

More information

The Rendering Equation & Monte Carlo Ray Tracing

The Rendering Equation & Monte Carlo Ray Tracing Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate?

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate? Monte-Carlo Ray Tracing Antialiasing & integration So far, Antialiasing as signal processing Now, Antialiasing as integration Complementary yet not always the same in particular for jittered sampling Image

More information

CS 428: Fall Introduction to. Radiosity. Andrew Nealen, Rutgers, /7/2009 1

CS 428: Fall Introduction to. Radiosity. Andrew Nealen, Rutgers, /7/2009 1 CS 428: Fall 2009 Introduction to Computer Graphics Radiosity 12/7/2009 1 Problems with diffuse lighting A Daylight Experiment, John Ferren 12/7/2009 2 Problems with diffuse lighting 12/7/2009 3 Direct

More information

Local vs. Global Illumination & Radiosity

Local vs. Global Illumination & Radiosity Last Time? Local vs. Global Illumination & Radiosity Ray Casting & Ray-Object Intersection Recursive Ray Tracing Distributed Ray Tracing An early application of radiative heat transfer in stables. Reading

More information

Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015

Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015 Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015 What is rendering? Generating an image from a 3D scene model Ingredients Representation of 3D geometry Specification for camera & lights

More information

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

Path 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 information

COMP371 COMPUTER GRAPHICS

COMP371 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 information

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Ray 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 information

Photon Mapping. Due: 3/24/05, 11:59 PM

Photon Mapping. Due: 3/24/05, 11:59 PM CS224: Interactive Computer Graphics Photon Mapping Due: 3/24/05, 11:59 PM 1 Math Homework 20 Ray Tracing 20 Photon Emission 10 Russian Roulette 10 Caustics 15 Diffuse interreflection 15 Soft Shadows 10

More information

The Rendering Equation. Computer Graphics CMU /15-662

The 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 information

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

Rendering: 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 information

Global Illumination The Game of Light Transport. Jian Huang

Global Illumination The Game of Light Transport. Jian Huang Global Illumination The Game of Light Transport Jian Huang Looking Back Ray-tracing and radiosity both computes global illumination Is there a more general methodology? It s a game of light transport.

More information

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD Shading, lighting, & BRDF Theory Cliff Lindsay, PHD Overview of today s lecture BRDF Characteristics Lights in terms of BRDFs Classes of BRDFs Ambient light & Shadows in terms of BRDFs Decomposing Reflection

More information

GLOBAL ILLUMINATION. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION

GLOBAL 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 information

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Korrigeringar: Intel P4 (200): ~42M transistorer Intel P4 EE (2004): 78M

More information

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

CS770/870 Spring 2017 Radiosity

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

More information

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping Advanced Graphics Path Tracing and Photon Mapping Part 2 Path Tracing and Photon Mapping Importance Sampling Combine importance sampling techniques Reflectance function (diffuse + specular) Light source

More information

CS770/870 Spring 2017 Radiosity

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

More information

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference

More information

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15 Computer Graphics Lecture 10 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local

More information

Recent Advances in Monte Carlo Offline Rendering

Recent Advances in Monte Carlo Offline Rendering CS294-13: Special Topics Lecture #6 Advanced Computer Graphics University of California, Berkeley Monday, 21 September 2009 Recent Advances in Monte Carlo Offline Rendering Lecture #6: Monday, 21 September

More information

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm Comuter Grahics Global Illumination: Monte-Carlo Ray Tracing and Photon Maing Lecture 11 In the last lecture We did ray tracing and radiosity Ray tracing is good to render secular objects but cannot handle

More information

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics Announcements Assignment 4 will be out later today Problem Set 3 is due today or tomorrow by 9am in my mail box (4 th floor NSH) How are the machines working out? I have a meeting with Peter Lee and Bob

More information

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection Advanced Computer Graphics CSE 163 [Spring 017], Lecture 11 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir To Do Assignment due May 19 Should already be well on way. Contact us for difficulties etc. This

More information

Lecture 7 - Path Tracing

Lecture 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 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

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016

The 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 information

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Miloš Hašan Jaroslav Křivánek * Bruce Walter Kavita Bala Cornell University * Charles University in Prague Global Illumination Effects

More information

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images

Image 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 information

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 5 Tour of Modern Offline Rendering To Do Project milestone (1-2 pages), final project proposal Due on Oct 27 Please get in touch with me if

More information

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013)

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013) Advanced Computer Graphics (Spring 2013 CS 283, Lecture 12: Recent Advances in Monte Carlo Offline Rendering Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Some slides/ideas courtesy Pat Hanrahan,

More information

Announcements. Written Assignment 2 out (due March 8) Computer Graphics

Announcements. Written Assignment 2 out (due March 8) Computer Graphics Announcements Written Assignment 2 out (due March 8) 1 Advanced Ray Tracing (Recursive) Ray Tracing Antialiasing Motion Blur Distribution Ray Tracing Ray Tracing and Radiosity Assumptions Simple shading

More information

Monte Carlo Ray-tracing and Rendering

Monte Carlo Ray-tracing and Rendering ITN, Norrko ping February 3, 2012 Monte Carlo Ray-tracing and Rendering P ROJECT IN A DVANCED G LOBAL I LLUMINATION AND R ENDERING TNCG15 Authors: Henrik Ba cklund Niklas Neijman Contact: henba892@student.liu.se

More information

Choosing the Right Algorithm & Guiding

Choosing 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 information

Part 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. 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 information

Illumination. The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong

Illumination. 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 information

Global Illumination and Monte Carlo

Global Illumination and Monte Carlo Global Illumination and Monte Carlo MIT EECS 6.837 Computer Graphics Wojciech Matusik with many slides from Fredo Durand and Jaakko Lehtinen ACM. All rights reserved. This content is excluded from our

More information

Lecture 12: Photon Mapping. Biased Methods

Lecture 12: Photon Mapping. Biased Methods Lecture 12: Photon Mapping CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University MC problems Biased Methods Biased methods: store information (caching) Better type of noise: blurring Greg

More information

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd Advanced Graphics Global Illumination 1 Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What s wrong with raytracing? Soft shadows are expensive Shadows

More information

Stochastic Path Tracing and Image-based lighting

Stochastic Path Tracing and Image-based lighting EDA101 : Advanced Shading and Rendering Stochastic Path Tracing and Image-based lighting Michael Doggett 2008 Tomas Akenine-Möller 1 This is what we want: Courtesy of Henrik Wann Jensen Courtesy of Paul

More information

Global Illumination and the Rendering Equation

Global Illumination and the Rendering Equation CS294-13: Special Topics Lecture #3 Advanced Computer Graphics University of California, Berkeley Handout Date??? Global Illumination and the Rendering Equation Lecture #3: Wednesday, 9 September 2009

More information

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz Outline Jan Kautz Basic terms in radiometry Radiance Reflectance The operator form of the radiance equation Meaning of the operator form Approximations to the radiance equation 2005 Mel Slater, 2006 Céline

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

Photo Studio Optimizer

Photo 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 information

THE goal of rendering algorithms is to synthesize images of virtual scenes. Global illumination

THE goal of rendering algorithms is to synthesize images of virtual scenes. Global illumination 2 Fundamentals of Light Transport He who loves practice without theory is like the sailor who boards ship without a rudder and compass and never knows where he may cast. Leonardo Da Vinci, 1452 1519 THE

More information

Topic 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 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 information

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Misc Till alla lärare på masternivån, Undervisningen på Chalmers masterprogram

More information

Photon Mapping. Michael Doggett Department of Computer Science Lund university

Photon Mapping. Michael Doggett Department of Computer Science Lund university Photon Mapping Michael Doggett Department of Computer Science Lund university Outline Photon Mapping (ch. 14 in textbook) Progressive Stochastic 2011 Michael Doggett How to make light sampling faster?

More information

Indirect Illumination

Indirect Illumination Indirect Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Surface Illumination Calculation Multiple light source: 2 Viewer N 1 V I = I E + K A I A + K D N, + K S V, R n I Overview

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 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 information

Anti-aliasing. Images and Aliasing

Anti-aliasing. Images and Aliasing CS 130 Anti-aliasing Images and Aliasing Aliasing errors caused by rasterizing How to correct them, in general 2 1 Aliased Lines Stair stepping and jaggies 3 Remove the jaggies Anti-aliased Lines 4 2 Aliasing

More information

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations

COMPUTER 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 information

SOME THEORY BEHIND REAL-TIME RENDERING

SOME 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 information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 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 information

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth Paths, diffuse interreflections, caching and radiometry D.A. Forsyth How we got here We want to render diffuse interreflections strategy: compute approximation B-hat, then gather B = E +(ρk)e +(ρk)( ˆB

More information

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topic 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 information

Shading. Brian Curless CSE 557 Autumn 2017

Shading. 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 information

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283 Acknowledgements and many slides courtesy: Thomas Funkhouser, Szymon

More information

Shading and Illumination

Shading and Illumination Shading and Illumination OpenGL Shading Without Shading With Shading Physics Bidirectional Reflectance Distribution Function (BRDF) f r (ω i,ω ) = dl(ω ) L(ω i )cosθ i dω i = dl(ω ) L(ω i )( ω i n)dω

More information

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths

More information

Global Illumination and Radiosity

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

More information

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture.

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture. Sampling and Reconstruction of Visual Appearance CSE 74 [Winter 8], Lecture 3 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Monte Carlo Rendering Key application area for sampling/reconstruction

More information

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

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

More information

Photon Maps. The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces)

Photon 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 information

CS-184: Computer Graphics. Today. Lecture 22: Radiometry! James O Brien University of California, Berkeley! V2014-S

CS-184: Computer Graphics. Today. Lecture 22: Radiometry! James O Brien University of California, Berkeley! V2014-S CS-184: Computer Graphics Lecture 22: Radiometry James O Brien University of California, Berkeley V2014-S-15-1.0 Today Radiometry: measuring light Local Illumination and Raytracing were discussed in an

More information

Biased Monte Carlo Ray Tracing

Biased Monte Carlo Ray Tracing Biased Monte Carlo Ray Tracing Filtering, Irradiance Caching, and Photon Mapping Henrik Wann Jensen Stanford University May 23, 2002 Unbiased and Consistent Unbiased estimator: E{X} =... Consistent estimator:

More information

Photon Mapping. Kadi Bouatouch IRISA

Photon Mapping. Kadi Bouatouch IRISA Kadi Bouatouch IRISA Email: kadi@irisa.fr 1 Photon emission and transport 2 Photon caching 3 Spatial data structure for fast access 4 Radiance estimation 5 Kd-tree Balanced Binary Tree When a splitting

More information

Indirect Illumination

Indirect Illumination Indirect Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Announcements Midterm on October 17 th Office hours: Misha: Monday 2-3 Malone 229 Sing Chun: Friday 9-10 Malone 216

More information

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

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

More information

Ray Tracing. Local Illumination. Object Space: Global Illumination. Image Space: Backward Ray Tracing. First idea: Forward Ray Tracing

Ray Tracing. Local Illumination. Object Space: Global Illumination. Image Space: Backward Ray Tracing. First idea: Forward Ray Tracing CSCI 420 Computer Graphics Lecture 15 Ra Tracing Ra Casting Shadow Ras Reflection and Transmission [Angel Ch. 11] Local Illumination Object illuminations are independent No light scattering between objects

More information

Visual cues to 3D geometry. Light Reflection and Advanced Shading. Shading. Recognizing materials. size (perspective) occlusion shading

Visual cues to 3D geometry. Light Reflection and Advanced Shading. Shading. Recognizing materials. size (perspective) occlusion shading Visual cues to 3D geometry Light Reflection and Advanced Shading size (perspective) occlusion shading CS 4620 Lecture 17 1 2 Shading Recognizing materials Variation in observed color across an object strongly

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Thomas Buchberger, Matthias Zwicker Universität Bern Herbst 2008 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 10: Ground Truth Welcome! Today s Agenda: Limitations of Whitted-style Ray Tracing Monte Carlo Path Tracing INFOGR Lecture 10 Ground Truth

More information

Computer Graphics. - Ray Tracing I - Marcus Magnor Philipp Slusallek. Computer Graphics WS05/06 Ray Tracing I

Computer Graphics. - Ray Tracing I - Marcus Magnor Philipp Slusallek. Computer Graphics WS05/06 Ray Tracing I Computer Graphics - Ray Tracing I - Marcus Magnor Philipp Slusallek Overview Last Lecture Introduction Today Ray tracing I Background Basic ray tracing What is possible? Recursive ray tracing algorithm

More information

Lecture 18: Primer on Ray Tracing Techniques

Lecture 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 information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. 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 information

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF Shading Introduction Affine transformations help us to place objects into a scene. Before creating images of these objects, we ll look at models for how light interacts with their surfaces. Such a model

More information

Realistic Image Synthesis

Realistic Image Synthesis Realistic Image Synthesis Bidirectional Path Tracing & Reciprocity Karol Myszkowski Gurprit Singh Path Sampling Techniques Different techniques of sampling paths from both sides Numbers in parenthesis

More information

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation 1 Rendering This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu Rendering.pptx d i d 0 P P d i The Rendering

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

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

More information

Radiometry and reflectance

Radiometry and reflectance Radiometry and reflectance http://graphics.cs.cmu.edu/courses/15-463 15-463, 15-663, 15-862 Computational Photography Fall 2018, Lecture 16 Course announcements Homework 4 is still ongoing - Any questions?

More information

Lighting affects appearance

Lighting 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 information

Capturing light. Source: A. Efros

Capturing light. Source: A. Efros Capturing light Source: A. Efros Review Pinhole projection models What are vanishing points and vanishing lines? What is orthographic projection? How can we approximate orthographic projection? Lenses

More information

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5.

Reading. Shading. An abundance of photons. Introduction. Required: Angel , 6.5, Optional: Angel 6.4 OpenGL red book, chapter 5. Reading Required: Angel 6.1-6.3, 6.5, 6.7-6.8 Optional: Shading Angel 6.4 OpenGL red book, chapter 5. 1 2 Introduction An abundance of photons So far, we ve talked exclusively about geometry. Properly

More information