Overview: Ray Tracing & The Perspective Projection Pipeline


 Megan Hudson
 2 years ago
 Views:
Transcription
1 Overview: Ray Tracing & The Perspective Projection Pipeline Lecture #2 Thursday, August About this Lecture! This is an overview.! Think of it as a quick tour moving fast.! Some parts, e.g. math, go by quickly.! We will come back and spend more time.! Why a quick tour?! Context is key and comes first! 8/28/14 Ross Beveridge & Bruce A. Draper,
2 Two Approaches to Graphics! Common starting point:! Create a scene model in world coordinates.! Place a synthetic camera in the scene.! Typically made by combining local models.! Approach #1: Projective Pipeline! Move model into camera coordinates.! Project vertices onto the image plane.! Fill in other pixels (fragment processing). 8/28/14 Ross Beveridge & Bruce A. Draper, Approaches (II)! Approach #2: Ray Tracing! Rays project from pixels into the world model.! Rays intersect objects.! Pass back appearance (illumination) to pixels.! More commonalities! Calculate pixel values for images.! Still have to map image onto screen/printer/etc.! Sometimes called the Workstation Transform 8/28/14 Ross Beveridge & Bruce A. Draper,
3 The Projection Pipeline (in more detail, with cartoons) Step #0: The starting point We start with a set of 3D object models. Most models are polygonal. Every model has its own coordinate frame. Step #1: The model transform Puts every object into a single global coordinate system (frame). e.g. place the teapot on the TV set. 8/28/14 Ross Beveridge & Bruce A. Draper, The Projection Pipeline (II) Step #2: The Viewing Transform Converts data from the 3D world coordinate system to a cameracentered (and cameraoriented) 3D coordinate system Note: at this point projection pipeline and ray tracing may start diverging. 8/28/14 Ross Beveridge & Bruce A. Draper,
4 The Projection Pipeline (III) Field of View Step #3: Clipping The step eliminates all vertices (data points) falling outside the field of view of your synthetic camera 8/28/14 Ross Beveridge & Bruce A. Draper, The Projection Pipeline (IV) Step #4: Projection This step projects 3D data points onto a 2D image plane, according to the camera parameters (e.g. focal length) 8/28/14 Ross Beveridge & Bruce A. Draper,
5 The Perspective Pipeline (V) Step #5: Rasterization Play connect the dots (well, vertices) to form line segments and closed polygons (collectively, fragments) 8/28/14 Ross Beveridge & Bruce A. Draper, The Perspective Pipeline (VI) Step #6: Fragment Processing This is where surfaces are shaded and hidden surfaces are removed. 8/28/14 Ross Beveridge & Bruce A. Draper,
6 The Projection Pipeline (VII) Step #7: Workstation Transform Moves the data from the 2D image plane coordinate system to the 2D coordinate system of your display device Note: this is where the projective pipeline and ray tracing come back together. 8/28/14 Ross Beveridge & Bruce A. Draper, Ray Tracing (the alternative) Step #0: The starting point We start with a set of 3D object models. Most models are polygonal. Every model has its own coordinate frame. Step #1: The model transform Puts every object into a single global coordinate system (frame). e.g. place the teapot on the TV set 8/28/14 Ross Beveridge & Bruce A. Draper,
7 Ray Tracing (II) Step #2: 3D Camera model The image plane (representing film or a CCD/ CMOS chip) is a plane located in the 3D world model. This step calculates the 3D position of every pixel on that plane. 8/28/14 Ross Beveridge & Bruce A. Draper, Ray Tracing (III) Step #3: Ray Casting Send a ray through every pixel, intersect rays with objects in the world model. 8/28/14 Ross Beveridge & Bruce A. Draper,
8 Ray Tracing (IV) Step #4: Diffuse Reflection Calculate rays from surface intersection points to light sources; calculate diffuse reflection and shadows. Source: 8/28/14 Ross Beveridge & Bruce A. Draper, Ray Tracing (V) L S N S R V C θ θ Q Step #5: Specular & Translucent Reflections Calculate rays in the direction of specular and translucent reflections; recursively calculate appearance 8/28/14 Ross Beveridge & Bruce A. Draper,
9 Ray Tracing (VI) ( ( ) + ki l (( 2N ( N L) L) V ) n ) I = KI l N L l l Relax, we will come back to this properly later. Step #6: Sum reflections, store in pixel Add together diffuse, specular and translucent reflections, store resulting (R,G,B) value in pixel 8/28/14 Ross Beveridge & Bruce A. Draper, Ray Tracing (VII) Step #7: Workstation Transform Moves the data from the 2D image plane coordinate system to the 2D coordinate system of your display device Note: at this last step is where the projective pipeline and ray tracing approaches converge 8/28/14 Ross Beveridge & Bruce A. Draper,
10 Projection Pipeline vs Ray Tracing! Projection Pipeline:! Fast (currently realtime)! Current standard (e.g. video games)! SOA: OpenGL 3.0! Ray Tracing:! More realistic (e.g. interreflections)! Getting faster (e.g. PovRay)! Future hardware will make it realtime 8/28/14 Ross Beveridge & Bruce A. Draper, Recent TourdeForce 8/28/14 Ross Beveridge & Bruce A. Draper,
11 Course Plan! Objective: Understand image creation! Assignment 1: Cast a ray! Global coordinates emphasis on basics.! Ray intersection calculations.! Assignment 2: Reference frames! Add proper and distinct coordinate systems! and relate them to each other. 8/28/14 Ross Beveridge & Bruce A. Draper, Course Plan (II)! Assignment #3: Better lighting and models! Extend modeling to support complexity! Add multibounce lighting! Add richer material properties! Assignment #4: Motion and Transparency! See through objects  refraction! Put things in motion short animations Disclaimer: This is a plan, not a contract, the exact nature of the programming assignments will change. 8/28/14 Ross Beveridge & Bruce A. Draper,
12 A Quick Peak at Modeling Vertices, Polygons and setting up to start geometry in earnest. The Ubiquitous Polygonal Mesh! A surface patch is often a polygon in 3D! 3 or more vertices! Each vertex is an (x, y, z) triple! Vertices are supplied in order! Boundary of polygon goes from vertex #1 to vertex #2 to vertex #N, and back to vertex #1! All vertices must be coplanar! Polygon must be convex 8/28/14 Ross Beveridge & Bruce A. Draper,
13 For Example! A simple (4vertex) polygon in 3D (0,1,0) (1,1,0) (0,0,0) (1,0,0) 8/28/14 Ross Beveridge & Bruce A. Draper, 2014 Slide 25 Common Mistakes! Order of vertices:! Non coplanar vertices: z x y The polygons above have the same vertices in a different order! The 4th vertex is not in the plane defined by the 1 st three! 8/28/14 Ross Beveridge & Bruce A. Draper, 2014 Slide 26
14 Surfaces: Connected Polygons! A mesh surface is then just a set of nonoverlapping polygons that share vertices and edges Triangle Strip Quad Mesh 8/28/14 Ross Beveridge & Bruce A. Draper, 2014 Slide 27 Surfaces generally not planar! Although every polygon in the mesh must be.! Patches form a locally linear approximation to a curved surface. Permission to use requested from Daniel Rypl at the Czech Technical University in Prague (8/22/12) 8/28/14 Ross Beveridge & Bruce A. Draper,
15 Meshes as Matrices! A mesh is a set of N 3D vertices! Represented as a 3 N matrix! Each column is a vertex " x 1 x 2 x 3 L x N % $ ' M = $ y 1 y 2 y 3 L y N ' # $ z 1 z 2 z 3 L z N &'! With an index vector to show which vertices belong to which polygon! E.g. ((1,2,3), (2,3,4), ) 8/28/14 Ross Beveridge & Bruce A. Draper, 2014 Slide 29 A Touch of Reality?! How many polygons?! Why make them?! Quote from Wired article:! Animating a Blockbuster: How Pixar Built Toy Story 3 Bobby Podesta, supervising animator of Toy Story 3, has been with Pixar since 1997 and, like most animators, considers himself an actor. My job is to convince you that the stack of polygons on the screen is actually alive, he says. Link to Story: 8/28/14 Ross Beveridge & Bruce A. Draper,
3D Modeling & Sketchup
3D Modeling & Sketchup Lecture 118, Tuesday October 30th, 2014 SketchUp / SkechUp Pro Available to CS 410 students on Windows Machines in USB 110. 10/30/14 Bruce A. Draper & J. Ross Beveridge 2014 2 Sketchup
More informationPhotorealism: Ray Tracing
Photorealism: Ray Tracing Reading Assignment: Chapter 13 Local vs. Global Illumination Local Illumination depends on local object and light sources only Global Illumination at a point can depend on any
More informationModels and Architectures
Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation
More informationModels and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico
Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce
More informationCHAPTER 1 Graphics Systems and Models 3
?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........
More informationLecture 19: All Together with Refraction
Lecture 19: All Together with Refraction December 1, 2016 12/1/16 CSU CS410 Fall 2016, Ross Beveridge & Bruce Draper 1 How about Interreflections? Note reflections Granite tabletop Visible on base Also
More informationIntroduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Models and Architectures
More informationMovie: Geri s Game. Announcements. Ray Casting 2. Programming 2 Recap. Programming 3 Info Test data for part 1 (Lines) is available
Now Playing: Movie: Geri s Game Pixar, 1997 Academny Award Winner, Best Short Film Quicksand Under Carpet New Radiant Storm King from Leftover Blues: 1991003 Released 004 Ray Casting Rick Skarbez, Instructor
More informationComputer Graphics I Lecture 11
15462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/
More informationRendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane
Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world
More informationLecturer Athanasios Nikolaidis
Lecturer Athanasios Nikolaidis Computer Graphics: Graphics primitives 2D viewing and clipping 2D and 3D transformations Curves and surfaces Rendering and ray tracing Illumination models Shading models
More informationIntroduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing
Lecture 11 Ray tracing Introduction Projection vs. ray tracing Projection Ray tracing Rendering Projection vs. ray tracing Projection Ray tracing Basic methods for image generation Major areas of computer
More informationTurn on the Lights: Reflectance
Turn on the Lights: Reflectance Part 2: Shading Tuesday, October 15 2012 Lecture #14 Goal of Shading Model simple light sources Point light sources Extended light sources Ambient lighting Model lighting
More informationComputer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura
Computer Graphics Lecture 13 Global Illumination 1: Ray Tracing and Radiosity Taku Komura 1 Rendering techniques Can be classified as Local Illumination techniques Global Illumination techniques Local
More informationRay Tracing Basics I. Computer Graphics as Virtual Photography. camera (captures light) real scene. photo. Photographic print. Photography: processing
Ray Tracing Basics I Computer Graphics as Virtual Photography Photography: real scene camera (captures light) photo processing Photographic print processing Computer Graphics: 3D models camera model (focuses
More informationCS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017
CS354 Computer Graphics Ray Tracing Qixing Huang Januray 24th 2017 Graphics Pipeline Elements of rendering Object Light Material Camera Geometric optics Modern theories of light treat it as both a wave
More informationChapter 7  Light, Materials, Appearance
Chapter 7  Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,
More informationComputer Graphics 1. Chapter 7 (June 17th, 2010, 24pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010
Computer Graphics 1 Chapter 7 (June 17th, 2010, 24pm): Shading and rendering 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons
More informationPipeline Operations. CS 4620 Lecture 10
Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination
More informationlecture 18  ray tracing  environment mapping  refraction
lecture 18  ray tracing  environment mapping  refraction Recall Ray Casting (lectures 7, 8) for each pixel (x,y) { cast a ray through that pixel into the scene, and find the closest surface along the
More informationIntro to RayTracing & RaySurface Acceleration
Lecture 12 & 13: Intro to RayTracing & RaySurface Acceleration Computer Graphics and Imaging UC Berkeley Course Roadmap Rasterization Pipeline Core Concepts Sampling Antialiasing Transforms Geometric
More informationgraphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1
graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using objectorder processing primitives processed oneatatime
More informationgraphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1
graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using objectorder processing primitives processed oneatatime
More informationCS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.
CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be
More information(a) rotating 45 0 about the origin and then translating in the direction of vector I by 4 units and (b) translating and then rotation.
Code No: R05221201 Set No. 1 1. (a) List and explain the applications of Computer Graphics. (b) With a neat cross sectional view explain the functioning of CRT devices. 2. (a) Write the modified version
More informationComputer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping
Computer Graphics (CS 543) Lecture 10: Soft Shadows (Maps and Volumes), Normal and Bump Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Shadow Buffer Theory Observation:
More informationInteractive Computer Graphics A TOPDOWN APPROACH WITH SHADERBASED OPENGL
International Edition Interactive Computer Graphics A TOPDOWN APPROACH WITH SHADERBASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A TopDown Approach with ShaderBased
More informationRecollection. 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 informationCOMP environment mapping Mar. 12, r = 2n(n v) v
Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,
More informationLighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project
To do Continue to work on ray programming assignment Start thinking about final project Lighting Course Outline 3D Graphics Pipeline Modeling (Creating 3D Geometry) Mesh; modeling; sampling; Interaction
More informationComputer 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 informationComputer Graphics: Programming, Problem Solving, and Visual Communication
Computer Graphics: Programming, Problem Solving, and Visual Communication Dr. Steve Cunningham Computer Science Department California State University Stanislaus Turlock, CA 95382 copyright 2002, Steve
More informationLevel of Details in Computer Rendering
Level of Details in Computer Rendering Ariel Shamir Overview 1. Photo realism vs. Non photo realism (NPR) 2. Objects representations 3. Level of details Photo Realism Vs. Non Pixar Demonstrations Sketching,
More informationRayTracing. Misha Kazhdan
RayTracing Misha Kazhdan RayTracing In graphics, we often represent the surface of a 3D shape by a set of triangles. Goal: RayTracing Take a collection of triangles representing a 3D scene and render
More informationComputer Graphics. Shadows
Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations
More informationCMSC427 Final Practice v2 Fall 2017
CMSC427 Final Practice v2 Fall 2017 This is to represent the flow of the final and give you an idea of relative weighting. No promises that knowing this will predict how you ll do on the final. Some questions
More informationCS5620 Intro to Computer Graphics
So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading
More informationConsider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye
Ray Tracing What was the rendering equation? Motivate & list the terms. Relate the rendering equation to forward ray tracing. Why is forward ray tracing not good for image formation? What is the difference
More informationToday. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing
Today Rendering Algorithms Course overview Organization Introduction to ray tracing Spring 2009 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of
More informationLuxo Jr. (Pixar, 1986) Last Time. Real Cameras and Ray Tracing. Standard Rasterization. Lights, Cameras, Surfaces. Now Playing:
Now Playing: Luxo Jr. (Pixar, 1986) Giant Steps From Giant Steps Recorded May 45, 1959 John Coltrane  Tenor Sax Tommy Flanagan  Piano Paul Chambers  Bass Art Taylor  Drums Real Cameras and Ray Tracing
More informationOverview. Computer Graphics CS324. OpenGL. Books. Learning Resources. CS131 Notes. 30 Lectures 3hr Exam
Computer Graphics CS324 Dr Abhir Bhalerao Department of Computer Science University of Warwick Coventry CV4 7AL TJA 19992003, AHB 2004+ 30 Lectures 3hr Exam Overview Recommended books: Hearn and Baker,
More informationComputer Graphics 10  Shadows
Computer Graphics 10  Shadows Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Shadows Overview Projective shadows Shadow textures Shadow volume Shadow map Soft
More informationCOMP371 COMPUTER GRAPHICS
COMP371 COMPUTER GRAPHICS SESSION 15 RAY TRACING 1 Announcements Programming Assignment 3 out today  overview @ end of the class Ray Tracing 2 Lecture Overview Review of last class Ray Tracing 3 Local
More informationPipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11
Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION
More informationComputer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017
Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/22/2017 Last time o Splines 2 Today o Raytracing o Final Exam: 14:0015:30, Novermber 29, 2017
More informationComputer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A.
Computer Graphics Instructor: Oren Kapah (orenkapahbiu@gmail.com) Office Hours: T.B.A. The CGIDC slides for this course were created by Toky & Hagit HelOr 1 CGIDC 2 Exercise and Homework The exercise
More informationCamera Placement for Ray Tracing
Camera Placement for Ray Tracing Lecture #3 Tuesday 0/4/4 st Review Camera Placement! The following slides review last Thursday s Lecture on world to camera transforms.! To see shift to raytracing context,
More informationRendering Algorithms: Realtime indirect illumination. Spring 2010 Matthias Zwicker
Rendering Algorithms: Realtime indirect illumination Spring 2010 Matthias Zwicker Today Realtime indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant
More informationRasterization Overview
Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer
More informationComputer Graphics Introduction. Taku Komura
Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering
More informationRay Polygon Intersection.
Ray Polygon Intersection. Lecture #17 Thursday, October 28th, 2014 Review  Ray Casting! Goal: throw rays through pixels, intersect them with surfaces! Compute surface reflectance at points of intersection
More informationComputer Graphics. Lecture 02 Graphics Pipeline. Edirlei Soares de Lima.
Computer Graphics Lecture 02 Graphics Pipeline Edirlei Soares de Lima What is the graphics pipeline? The Graphics Pipeline is a special software/hardware subsystem
More informationPipeline Operations. CS 4620 Lecture 14
Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives
More informationGlobal Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University
Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)
More informationInterpolation using scanline algorithm
Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle topdown using scanline. Compute start and end color value of each pixel
More informationRay Tracing. Kjetil Babington
Ray Tracing Kjetil Babington 21.10.2011 1 Introduction What is Ray Tracing? Act of tracing a ray through some scene Not necessarily for rendering Rendering with Ray Tracing Ray Tracing is a global illumination
More informationCMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker
CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection
More informationComputer Graphics. Lecture 14 Bumpmapping, Global Illumination (1)
Computer Graphics Lecture 14 Bumpmapping, Global Illumination (1) Today  Bump mapping  Displacement mapping  Global Illumination Radiosity Bump Mapping  A method to increase the realism of 3D objects
More informationTopics and things to know about them:
Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will
More informationRay Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]
CSCI 420 Computer Graphics Lecture 15 Ray Tracing Ray Casting Shadow Rays Reflection and Transmission [Ch. 13.213.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations
More informationProblem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007
Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007 Programming For this assignment you will write a simple ray tracer. It will be written in C++ without
More informationModule Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1
UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 201314 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are
More informationGlobal Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Lightmaterial interaction
Effects needed for realism Global Rendering Computer Graphics 1, Fall 2005 Lecture 7 4th ed.: Ch 6.10, 12.112.5 Shadows Reflections (Mirrors) Transparency Interreflections Detail (Textures etc.) Complex
More informationGLOBAL EDITION. Interactive Computer Graphics. A TopDown Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner
GLOBAL EDITION Interactive Computer Graphics A TopDown Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionally left blank. Interactive Computer Graphics with WebGL, Global
More informationSurvey in Computer Graphics Computer Graphics and Visualization
Example of a Marble Ball Where did this image come from? Fall 2010 What hardware/software/algorithms did we need to produce it? 2 A Basic Graphics System History of Computer Graphics 12002008 Input devices
More information03 RENDERING PART TWO
03 RENDERING PART TWO WHAT WE HAVE SO FAR: GEOMETRY AFTER TRANSFORMATION AND SOME BASIC CLIPPING / CULLING TEXTURES AND MAPPING MATERIAL VISUALLY DISTINGUISHES 2 OBJECTS WITH IDENTICAL GEOMETRY FOR NOW,
More informationlecture 19 Shadows  ray tracing  shadow mapping  ambient occlusion Interreflections
lecture 19 Shadows  ray tracing  shadow mapping  ambient occlusion Interreflections In cinema and photography, shadows are important for setting mood and directing attention. Shadows indicate spatial
More informationMovie: For The Birds. Announcements. Ray Tracing 1. Programming 2 Recap. Programming 3 Info Test data for part 1 (Lines) is available
Now Playing: Movie: For The Birds Pixar, 2000 Liar Built To Spill from You In Reverse Released April 11, 2006 Ray Tracing 1 Rick Skarbez, Instructor COMP 575 November 1, 2007 Announcements Programming
More informationGraphics for VEs. Ruth Aylett
Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: offline authoring or modelling packages
More informationRay Casting of Trimmed NURBS Surfaces on the GPU
Ray Casting of Trimmed NURBS Surfaces on the GPU HansFriedrich Pabst Jan P. Springer André Schollmeyer Robert Lenhardt Christian Lessig Bernd Fröhlich Bauhaus University Weimar Faculty of Media Virtual
More informationLahore University of Management Sciences. CS 452 Computer Graphics
CS 452 Computer Graphics Fall 201516 Instructor Murtaza Taj Room No. SSE Block 10301 Office Hours TBA Email murtaza.taj@lums.edu.pk Telephone 3301 Secretary/TA TBA TA Office Hours TBA Course URL (if
More informationComputer Graphics. Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D)
Computer Graphics Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D) Introduction Applications of Computer Graphics: 1) Display of Information 2) Design 3) Simulation 4) User
More informationImage Formation. Introduction to Computer Graphics. Machiraju/Zhang/Möller/Klaffenböck
Image Formation Introduction to Computer Graphics Machiraju/Zhang/Möller/Klaffenböck Today Input and displays of a graphics system Raster display basics: pixels, the frame buffer, raster scan, LCD displays
More informationTopic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mipmapping & env mapping
Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mipmapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationLecture 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 informationEF432. Introduction to spagetti and meatballs
EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L2501, T 68pm
More informationReflection and Refraction
Reflection and Refraction Lecture #21 Tuesday, ovember 18, 2014 How about Interreflections! ote reflections! Granite tabletop! Visible on base! Also on handle This is a featured picture on the English
More informationCPSC GLOBAL ILLUMINATION
CPSC 314 21 GLOBAL ILLUMINATION Textbook: 20 UGRAD.CS.UBC.CA/~CS314 Mikhail Bessmeltsev ILLUMINATION MODELS/ALGORITHMS Local illumination  Fast Ignore real physics, approximate the look Interaction of
More informationOrthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E AddisonWesley 2015
Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather
More informationGraphics and Interaction Rendering pipeline & object modelling
433324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering
More informationIllumination and Shading
Illumination and Shading Illumination (Lighting)! Model the interaction of light with surface points to determine their final color and brightness! The illumination can be computed either at vertices or
More informationCIS 581 Interactive Computer Graphics
CIS 581 Interactive Computer Graphics Instructor: HanWei Shen (hwshen@cse.ohiostate.edu) Credit: 4 Class: MWF 2:30 pm 3:18 pm DL 264 Office hours: TuTr 11 am  12pm DL 789 Web: http://www.cse.ohiostate.edu/~hwshen/581
More informationCS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside
CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute
More informationGlobal Illumination. COMP 575/770 Spring 2013
Global Illumination COMP 575/770 Spring 2013 Final Exam and Projects COMP 575 Final Exam Friday, May 3 4:00 pm COMP 770 (and 575 extra credit) Projects Final report due by end of day, May 1 Presentations:
More informationRendering: Reality. Eye acts as pinhole camera. Photons from light hit objects
Basic Ray Tracing Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as pinhole camera Photons from light hit objects Rendering: Reality Eye acts as
More informationCSE328 Fundamentals of Computer Graphics: Concepts, Theory, Algorithms, and Applications
CSE328 Fundamentals of Computer Graphics: Concepts, Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 117944400
More informationINTRODUCTION. Slides modified from Angel book 6e
INTRODUCTION Slides modified from Angel book 6e Fall 2012 COSC4328/5327 Computer Graphics 2 Objectives Historical introduction to computer graphics Fundamental imaging notions Physical basis for image
More informationRASTERISED RENDERING
DH2323 DGI16 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION RASTERISED RENDERING Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters
More informationReflection and Refraction
Reflection and Refraction Lecture #22 Tuesday, ovember 19, 2013 (Major Updates 12/06/13) How about Interreflections ote reflections Granite tabletop Visible on base Also on handle This is a featured picture
More informationChapter 4. Chapter 4. Computer Graphics 2006/2007 Chapter 4. Introduction to 3D 1
Chapter 4 Chapter 4 Chapter 4. Introduction to 3D graphics 4.1 Scene traversal 4.2 Modeling transformation 4.3 Viewing transformation 4.4 Clipping 4.5 Hidden faces removal 4.6 Projection 4.7 Lighting 4.8
More informationTopic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized
Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures
More informationIntroduction to Visualization and Computer Graphics
Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective
More informationCS 325 Computer Graphics
CS 325 Computer Graphics 04 / 02 / 2012 Instructor: Michael Eckmann Today s Topics Questions? Comments? Illumination modelling Ambient, Diffuse, Specular Reflection Surface Rendering / Shading models Flat
More informationCOMP30019 Graphics and Interaction Rendering pipeline & object modelling
COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering
More informationLecture outline. COMP30019 Graphics and Interaction Rendering pipeline & object modelling. Introduction to modelling
Lecture outline COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Introduction to Modelling Polygonal geometry The rendering
More informationMach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading.
Mach band effect The Mach band effect increases the visual unpleasant representation of curved surface using flat shading. A B 320322: Graphics and Visualization 456 Mach band effect The Mach band effect
More informationEffects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline
Computer Graphics (Fall 2008) COMS 4160, Lecture 15: Ray Tracing http://www.cs.columbia.edu/~cs4160 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass)
More informationComputer Graphics Shadow Algorithms
Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows
More informationLighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch
15462 Computer Graphics I Lecture 7 Lighting and Shading February 12, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/ Light Sources Phong Illumination Model
More informationComputer Graphics. BingYu Chen National Taiwan University
Computer Graphics BingYu Chen National Taiwan University Introduction The Graphics Process Color Models Triangle Meshes The Rendering Pipeline 1 INPUT What is Computer Graphics? Definition the pictorial
More information