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

 Neal Beasley
 6 months ago
 Views:
Transcription
1 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, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = Findolor (hit) ; return image ; Virtual Viewpoint Ray asting Virtual Screen Objects Ray Multiple misses intersects intersections: all object: objects: shade Pixel Use using colored closest color, black one lights, (as does materials OpenGL) Finding Ray Direction Goal is to find ray direction for given pixel i and j Many ways to approach problem Objects in world coord, find dirn of each ray (we do this) amera in canonical frame, transform objects (OpenGL) asic idea Ray has origin (camera center) and direction Find direction given camera params and i and j Similar to glulookt derivation glulookt(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz) amera at eye, looking at center, with up direction being up Eye Up vector amera params as in glulookt Lookfrom[3], Lookt[3], up[3], fov From earlier lecture on deriving glulookt enter 1
2 onstructing a coordinate frame? We want to associate w with a, and v with b ut a and b are neither orthogonal nor unit norm nd we also need to find u onstructing a coordinate frame We want to position camera at origin, looking down Z dirn Hence, vector a is given by eye center The vector b is simply the up vector Up vector Eye From basic math lecture  Vectors: Orthonormal asis Frames enter anonical viewing geometry anonical viewing geometry w αu βv w αu βv anonical viewing geometry w αu βv Foundations of omputer Graphics Online Lecture 10: Ray Tracing 2 Nuts and olts RayObject Intersections Ravi Ramamoorthi 2
3 Outline amera Ray asting (choosing ray directions) Outline in ode Image Raytrace (amera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = Findolor (hit) ; return image ; Substitute P 0 Substitute Substitute Simplify Simplify 3
4 Solve quadratic equations for t 2 real positive roots: pick smaller root oth roots same: tangent to sphere One positive, one negative root: ray origin inside sphere (pick + root) omplex roots: no intersection (check discriminant of equation first) Intersection point: Normal (for sphere, this is same as coordinates in sphere frame of reference, useful other tasks) RayTriangle Intersection One approach: RayPlane intersection, then check if inside triangle Plane equation: RayTriangle Intersection One approach: RayPlane intersection, then check if inside triangle Plane equation: RayTriangle Intersection One approach: RayPlane intersection, then check if inside triangle Plane equation: RayTriangle Intersection One approach: RayPlane intersection, then check if inside triangle Plane equation: ombine with ray equation 4
5 Ray inside Triangle Once intersect with plane, need to find if in triangle Many possibilities for triangles, general polygons We find parametrically [barycentric coordinates]. lso useful for other applications (texture mapping) α β P γ Ray inside Triangle β α P γ Other primitives Much early work in ray tracing focused on rayprimitive intersection tests ones, cylinders, ellipsoids oxes (especially useful for bounding boxes) General planar polygons Many more Ray Scene Intersection Intersection (ray, scene) { mindist = infinity; hitobject = NULL ; For each object in scene { // Find closest intersection; test all objects t = Intersect (ray, object) ; if (t > 0 && t < mindist) // closer than previous closest object mindist = t ; hitobject = object ; return IntersectionInfo(mindist, hitobject) ; // may already be in Intersect() Outline amera Ray asting (choosing ray directions) RayTracing Transformed Objects We have an optimized raysphere test ut we want to ray trace an ellipsoid Solution: Ellipsoid transforms sphere pply inverse transform to ray, use raysphere llows for instancing (traffic jam of cars) Same idea for other primitives 5
6 Transformed Objects onsider a general 4x4 transform M (matrix stacks) pply inverse transform M 1 to ray Locations stored and transform in homogeneous coordinates Vectors (ray directions) have homogeneous coordinate set to 0 [so there is no action because of translations] Do standard raysurface intersection as modified Transform intersection back to actual coordinates Intersection point p transforms as Mp Normals n transform as M t n. Do all this before lighting Foundations of omputer Graphics Online Lecture 10: Ray Tracing 2 Nuts and olts Lighting alculations Ravi Ramamoorthi Outline amera Ray asting (choosing ray directions) Outline in ode Image Raytrace (amera cam, Scene scene, int width, int height) { Image image = new Image (width, height) ; for (int i = 0 ; i < height ; i++) for (int j = 0 ; j < width ; j++) { Ray ray = RayThruPixel (cam, i, j) ; Intersection hit = Intersect (ray, scene) ; image[i][j] = Findolor (hit) ; return image ; Shadows Light Source Shadows: Numerical Issues Numerical inaccuracy may cause intersection to be below surface (effect exaggerated in figure) ausing surface to incorrectly shadow itself Move a little towards light before shooting shadow ray Virtual Viewpoint Virtual Screen Objects Shadow ray to to light is is unblocked: object visible in shadow 6
7 Similar to OpenGL Lighting Model Lighting model parameters (global) mbient r g b ttenuation const linear quadratic Per light model parameters Directional light (direction, RG parameters) Point light (location, RG parameters) Some differences from HW 2 syntax Material Model Diffuse reflectance (r g b) Specular reflectance (r g b) Shininess s Emission (r g b) ll as in OpenGL Shading Model Global ambient term, emission from material For each light, diffuse specular terms Note visibility/shadowing for each light (not in OpenGL) Evaluated per pixel per light (not per vertex) Foundations of omputer Graphics Online Lecture 10: Ray Tracing 2 Nuts and olts Recursive Ray Tracing Ravi Ramamoorthi Outline amera Ray asting (choosing ray directions) Mirror Reflections/Refractions Virtual Viewpoint Virtual Screen Generate reflected ray in mirror direction, Get reflections and refractions of objects Objects 7
8 asic idea For each pixel Trace Primary Eye Ray, find intersection Trace Secondary Shadow Ray(s) to all light(s) olor = Visible? Illumination Model : 0 ; Trace Reflected Ray olor += reflectivity * olor of reflected ray Recursive Shading Model Highlighted terms are recursive specularities [mirror reflections] and transmission (latter is extra) Trace secondary rays for mirror reflections and refractions, include contribution in lighting model Getolor calls RayTrace recursively (the I values in equation above of secondary rays are obtained by recursive calls) Problems with Recursion Reflection rays may be traced forever Generally, set maximum recursion depth Same for transmitted rays (take refraction into account) Some basic add ons rea light sources and soft shadows: break into grid of n x n point lights Use jittering: Randomize direction of shadow ray within small box for given light source direction Jittering also useful for antialiasing shadows when shooting primary rays More complex reflectance models Simply update shading model ut at present, we can handle only mirror global illumination calculations 8
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 informationRay Casting. Outline. Outline in Code
Foundaions of ompuer Graphics Online Lecure 10: Ray Tracing 2 Nus and ols amera Ray asing Ravi Ramamoorhi Ouline amera Ray asing (choose ray direcions) Rayobjec inersecions Rayracing ransformed objecs
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 informationSo far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.
11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives
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 informationProgramming projects. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer
Programming projects Rendering Algorithms Spring 2010 Matthias Zwicker Universität Bern Description of assignments on class webpage Use programming language and environment of your choice We recommend
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 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 informationAssignment 6: Ray Tracing
Assignment 6: Ray Tracing Programming Lab Due: Monday, April 20 (midnight) 1 Introduction Throughout this semester you have written code that manipulated shapes and cameras to prepare a scene for rendering.
More informationComputer Graphics and Image Processing Ray Tracing I
Computer Graphics and Image Processing Ray Tracing I Part 1 Lecture 9 1 Today s Outline Introduction to Ray Tracing Ray Casting Intersecting Rays with Primitives Intersecting Rays with Transformed Primitives
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 informationViewing 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 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 informationRaytracing CS148 AS3. Due :59pm PDT
Raytracing CS148 AS3 Due 20100725 11:59pm PDT We start our exploration of Rendering  the process of converting a highlevel objectbased description of scene into an image. We will do this by building
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 informationRay Casting. 3D Rendering. Ray Casting. Ray Casting. Ray Casting. Ray Casting
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
More informationReview for Raytracing Algorithm and Hardware
Review for Raytracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 LanDa Van ( 范倫達 ), Ph. D. Department of Computer Science National Chiao Tung University Taiwan, R.O.C. Summer, 2017 1 2017/7/26 Outline
More informationIndirect 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 informationComp 410/510 Computer Graphics. Spring Shading
Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather
More informationComputer Graphics Lecture 11
1 / 14 Computer Graphics Lecture 11 Dr. Marc Eduard Frîncu West University of Timisoara May 15th 2012 2 / 14 Outline 1 Introduction 2 Transparency 3 Reflection 4 Recap 3 / 14 Introduction light = local
More informationCS 4204 Computer Graphics
CS 4204 Computer Graphics Introduction to Ray Tracing Yong Cao Virginia Tech Reference: Ed Angle, Interactive Computer Graphics, University of New Mexico, class notes Raytracing (Picture from Povray.org)
More informationParallelization. Memory coherency helps when distributing rays to various threads/processors
/ Ra Tracing OpenGL projects triangles onto the image plane and rasteries them to determine which piels the cover Scanline rendering is a per triangle operation Ra Tracing instead works as a per piel operation
More informationRay 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 information3D 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 informationCS 184: Assignment 2 Scene Viewer
CS 184: Assignment 2 Scene Viewer Ravi Ramamoorthi 1 Goals and Motivation This is a more substantial assignment than homework 1, including more transformations, shading, and a viewer for a scene specified
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 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 informationShadow Algorithms. CSE 781 Winter HanWei Shen
Shadow Algorithms CSE 781 Winter 2010 HanWei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:
More informationThe Traditional Graphics Pipeline
Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs
More informationHomework #2 and #3 Due Friday, October 12 th and Friday, October 19 th
Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th 1. a. Show that the following sequences commute: i. A rotation and a uniform scaling ii. Two rotations about the same axis iii. Two
More informationLast Time? Ray Casting. Administrivia: Lab & Office Hours. Notes on Assignments. Ray Casting. Overview of Today
Ray Casting Last Time? Luxo Jr. Applications of Computer Graphics Overview of the semester IFS Assignment 0 due tomorrow @ 11:59pm Questions? 1 2 Notes on Assignments Make sure you turn in a linux or windows
More informationRay Tracing. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University
Ray Tracing CS334 Fall 2013 Daniel G. Aliaga Department of Computer Science Purdue University Ray Casting and Ray Tracing Ray Casting Arthur Appel, started around 1968 Ray Tracing Turner Whitted, started
More informationCS 563 Advanced Topics in Computer Graphics Lecture 2: BareBones Raytracer. by Emmanuel Agu
CS 563 Advanced Topics in Computer Graphics Lecture 2: BareBones Raytracer by Emmanuel Agu Ray Casting (Appel, 1968) direct illumination Recursive ray tracing (Whitted, 1980) Pseudocode for Ray Tracer
More informationRay casting. Ray casting/ray tracing
Ray casting Ray casting/ray tracing Iterate over pixels, not objects Effects that are difficult with Zbuffer, are easy with ray tracing: shadows, reflections, transparency, procedural textures and objects
More informationAnnouncements. 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 informationAdvanced Lighting Techniques Due: Monday November 2 at 10pm
CMSC 23700 Autumn 2015 Introduction to Computer Graphics Project 3 October 20, 2015 Advanced Lighting Techniques Due: Monday November 2 at 10pm 1 Introduction This assignment is the third and final part
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 informationCS 543: Computer Graphics Lecture 10 (Part II): Raytracing (Part II) Emmanuel Agu
C 543: Computer Graphics Lecture (Part II): Raytracing (Part II) Emmanuel Agu Where are we? Define the objects and light sources in the scene et up the camera for(int r ; r < nrows; r blockie){ for(int
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 informationLecture 18: Primer on Ray Tracing Techniques
Lecture 18: Primer on Ray Tracing Techniques 6.172: Performance Engineering of Software Systems Joshua Slocum November 16, 2010 A Little Background Image rendering technique Simulate rays of light  ray
More informationComputer Graphics Ray Tracing 1 st quarter, 2015 Nara Institute of Science and Technology May 21, 2015
Computer Graphics Ray Tracing 1 st quarter, 2015 Nara Institute of Science and Technology May 21, 2015 Today s topics Questions and Answers How to build a ray tracer (Homework 3.1 explanation) Questions?
More informationParticle 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 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 informationRaycasting. Chapter Raycasting foundations. When you look at an object, like the ball in the picture to the left, what do
Chapter 4 Raycasting 4. Raycasting foundations When you look at an, like the ball in the picture to the left, what do lamp you see? You do not actually see the ball itself. Instead, what you see is the
More informationCOMP3421. Introduction to 3D Graphics
COMP3421 Introduction to 3D Graphics 3D coodinates Moving to 3D is simply a matter of adding an extra dimension to our points and vectors: 3D coordinates 3D coordinate systems can be left or right handed.
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 informationAgenda. Ray(tracing(algorithm( Code(structure( Ray(intersec;ons Sphere Triangle Hints Transforma;ons Debugging How(to(start
Magdalena(Schwarzl 1 Agenda Ray(tracing(algorithm( Code(structure( Ray(intersec;ons Sphere Triangle Hints Transforma;ons Debugging How(to(start Magdalena(Schwarzl 2 Basic algortihm For each pixel: 1. Construct
More informationLecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19
Lecture 17: Recursive Ray Tracing Where is the way where light dwelleth? Job 38:19 1. Raster Graphics Typical graphics terminals today are raster displays. A raster display renders a picture scan line
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 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 informationGeometry: Outline. Projections. Orthographic Perspective
Geometry: Cameras Outline Setting up the camera Projections Orthographic Perspective 1 Controlling the camera Default OpenGL camera: At (0, 0, 0) T in world coordinates looking in Z direction with up vector
More informationDeferred Rendering Due: Wednesday November 15 at 10pm
CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture
More informationComputer Graphics. Lecture 9 Environment mapping, Mirroring
Computer Graphics Lecture 9 Environment mapping, Mirroring Today Environment Mapping Introduction Cubic mapping Sphere mapping refractive mapping Mirroring Introduction reflection first stencil buffer
More informationCS380: Computer Graphics Viewing Transformation. SungEui Yoon ( 윤성의 ) Course URL:
CS38: Computer Graphics Viewing Transformation SungEui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Class Objectives Know camera setup parameters Understand viewing and projection processes
More informationGlobal Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.
CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.413.5] March 28, 2012 Jernej Barbic University of Southern California
More information6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm
6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm In this assignment, you will add an interactive preview of the scene and solid
More informationPhotorealistic 3D Rendering for VW in Mobile Devices
Abstract University of Arkansas CSCE Department Advanced Virtual Worlds Spring 2013 Photorealistic 3D Rendering for VW in Mobile Devices Rafael Aroxa In the past few years, the demand for high performance
More informationDH2323 DGI13. Lab 2 Raytracing
DH2323 DGI13 Lab 2 Raytracing In this lab you will implement a Raytracer, which draws images of 3D scenes by tracing the light rays reaching the simulated camera. The lab is divided into several steps.
More informationOverview: Ray Tracing & The Perspective Projection Pipeline
Overview: Ray Tracing & The Perspective Projection Pipeline Lecture #2 Thursday, August 28 2014 About this Lecture! This is an overview.! Think of it as a quick tour moving fast.! Some parts, e.g. math,
More information6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm
6.837 Introduction to Computer Graphics Assignment 5: OpenGL and Solid Textures Due Wednesday October 22, 2003 at 11:59pm In this assignment, you will add an interactive preview of the scene and solid
More informationPhotorealism. Ray Tracing Texture Mapping Radiosity
Photorealism Ray Tracing Texture Mapping Radiosity Photorealism  Taking into Account Global Illumination Light can arrive at surfaces indirectly This light called global illumination To now we ve approximated
More informationECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014
ECS 175 COMPUTER GRAPHICS Ken Joy Winter 2014 Shading To be able to model shading, we simplify Uniform Media no scattering of light Opaque Objects No Interreflection Point Light Sources RGB Color (eliminating
More informationRecall: Basic Ray Tracer
1 Recall: Ray Tracing Generate an image by backwards tracing the path of light through pixels on an image plane Simulate the interaction of light with objects Recall: Basic Ray Tracer Trace a primary ray
More 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 informationEDAN30 Photorealistic Computer Graphics. Seminar 1, Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student
EDAN30 Photorealistic Computer Graphics Seminar, 203 Whitted Ray Tracing (And then some!) Magnus Andersson, PhD student (magnusa@cs.lth.se) Today s Agenda Structure of Assignments Quick prtracer walkthrough
More informationComputer Graphics. BingYu Chen National Taiwan University
Computer Graphics BingYu Chen National Taiwan University VisibleSurface Determination BackFace Culling The DepthSort Algorithm Binary SpacePartitioning Trees The zbuffer Algorithm ScanLine Algorithm
More informationCSE Intro to Computer Graphics. ANSWER KEY: Midterm Examination. November 18, Instructor: Sam Buss, UC San Diego
CSE 167  Intro to Computer Graphics ANSWER KEY: Midterm Examination November 18, 2003 Instructor: Sam Buss, UC San Diego Write your name or initials on every page before beginning the exam. You have 75
More informationRaycast Rendering Maya 2013
2000 2012 Michael O'Rourke Raycast Rendering Maya 2013 (See also the Intro to Lights and Rendering tutorial for an introduction to the basics of rendering an image) Concept There are several algorithms
More informationMotivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing
Advanced Computer Graphics (Spring 2013) CS 283, Lecture 11: Monte Carlo Path Tracing Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Motivation General solution to rendering and global illumination
More informationRecall: Indexing into Cube Map
Recall: Indexing into Cube Map Compute R = 2(N V)NV Object at origin Use largest magnitude component of R to determine face of cube Other 2 components give texture coordinates V R Cube Map Layout Example
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 informationI N T R O D U C T I O N T O C O M P U T E R G R A P H I C S. Raytracing Basics. rendered in a matter of seconds with Travis Fischer s 09 raytracer
Raytracing Basics rendered in a matter of seconds with Travis Fischer s 09 raytracer Andries van Dam November 3, 2009 Raytracing 1/46 What effects do you see? red mirror green mirror soft illumination
More informationHidden Surface Elimination Raytracing. Prelecture business. Outline for today. Review Quiz. ImageSpace vs. ObjectSpace
Hidden Surface Elimination Raytracing Prelecture business Get going on pp4 Submit exam questions by Sunday CS148: Intro to CG Instructor: Dan Morris TA: Sean Walker August 2, 2005 Remote folks: let us
More informationChapter 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 information9. Illumination and Shading
9. Illumination and Shading Approaches for visual realism:  Remove hidden surfaces  Shade visible surfaces and reproduce shadows  Reproduce surface properties Texture Degree of transparency Roughness,
More informationINFOGR Computer Graphics. Jacco Bikker  AprilJuly Lecture 14: Grand Recap. Welcome!
TOTAL INFOGR Computer Graphics Jacco Bikker  AprilJuly 2016  Lecture 14: Grand Recap Welcome! Lecture 2: Rasters, Vectors, Colors Math: Vectors: magnitude, Pythagoras, linear (in)dependency, normalization,
More informationCSE 690: GPGPU. Lecture 2: Understanding the Fabric  Intro to Graphics. Klaus Mueller Stony Brook University Computer Science Department
CSE 690: GPGPU Lecture 2: Understanding the Fabric  Intro to Graphics Klaus Mueller Stony Brook University Computer Science Department Klaus Mueller, Stony Brook 2005 1 Surface Graphics Objects are explicitely
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 2010 Matthias Zwicker Universität Bern Rendering algorithms Problem statement Given computer representation of
More informationSurface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot.  a mesh of spline patches:
Surface Graphics Objects are explicitely defined by a surface or boundary representation (explicit inside vs outside) This boundary representation can be given by:  a mesh of polygons: 200 polys 1,000
More informationIllumination & Shading
Illumination & Shading Goals Introduce the types of lightmaterial interactions Build a simple reflection modelthe Phong model that can be used with real time graphics hardware Why we need Illumination
More informationTopic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationCIS 636 Interactive Computer Graphics CIS 736 Computer Graphics Spring 2011
CIS 636 Interactive Computer Graphics CIS 736 Computer Graphics Spring 2011 Lab 1a of 7 OpenGL Setup and Basics Fri 28 Jan 2011 Part 1a (#1 5) due: Thu 03 Feb 2011 (before midnight) The purpose of this
More informationLets assume each object has a defined colour. Hence our illumination model is looks unrealistic.
Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary
More informationØ Sampling Theory" Ø Fourier Analysis Ø Antialiasing Ø Supersampling Strategies" Ø The Hall illumination model. Ø Original ray tracing paper
CS 431/636 Advanced Rendering Techniques Ø Dr. David Breen Ø Korman 105D Ø Wednesday 6PM 8:50PM Presentation 6 5/16/12 Questions from ast Time? Ø Sampling Theory" Ø Fourier Analysis Ø Antialiasing Ø Supersampling
More informationVisibleSurface Detection 1. 2IV60 Computer graphics set 11: Hidden Surfaces. VisibleSurface Detection 3. VisibleSurface Detection 2
Visibleurface Detection IV60 omputer graphics set : Hidden urfaces Problem: Given a scene and a projection, what can we see? Jack van Wijk TU/e Visibleurface Detection Terminology: Visiblesurface detection
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. Illumination and Shading
() Illumination and Shading Dr. Ayman Eldeib Lighting So given a 3D triangle and a 3D viewpoint, we can set the right pixels But what color should those pixels be? If we re attempting to create a realistic
More informationComputer Graphics. Shading. Based on slides by Dianna Xu, Bryn Mawr College
Computer Graphics Shading Based on slides by Dianna Xu, Bryn Mawr College Image Synthesis and Shading Perception of 3D Objects Displays almost always 2 dimensional. Depth cues needed to restore the third
More informationOUTLINE. Learn the basic design of a graphics system Introduce pipeline architecture Examine software components for a graphics system
GRAPHICS PIPELINE 1 OUTLINE Learn the basic design of a graphics system Introduce pipeline architecture Examine software components for a graphics system 2 IMAGE FORMATION REVISITED Can we mimic the synthetic
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 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 informationCS559: Computer Graphics
CS559: Computer Graphics Lecture 36: Animation Li Zhang Spring 2008 Slides from Brian Curless at U of Washington Today Particle Systems, Cartoon animation, ray tracing Reading (Optional) John Lasseter.
More informationCENG 477 Introduction to Computer Graphics. Ray Tracing: Shading
CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays
More informationCSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:
More informationRefraction at a single curved spherical surface
Refraction at a single curved spherical surface This is the beginning of a sequence of classes which will introduce simple and complex lens systems We will start with some terminology which will become
More informationCSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #2 due this Friday, October
More informationComputer Graphics I. Assignment 3
UNIVERSITÄT DES SAARLANDES Dr.Ing. Hendrik P.A. Lensch Max Planck Institut Informatik Art Tevs (tevs@mpiinf.mpg.de) Boris Ajdin (bajdin@mpiinf.mpg.de) Matthias Hullin (hullin@mpiinf.mpg.de) 12. November
More informationCEng 477 Introduction to Computer Graphics Fall
Illumination Models and SurfaceRendering Methods CEng 477 Introduction to Computer Graphics Fall 2007 2008 Illumination Models and Surface Rendering Methods In order to achieve realism in computer generated
More informationA Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University
A Brief Overview of Global Illumination Thomas Larsson, Afshin Ameri Mälardalen University 1 What is Global illumination? Global illumination is a general name for realistic rendering algorithms Global
More informationChapter 17: The Truth about Normals
Chapter 17: The Truth about Normals What are Normals? When I first started with Blender I read about normals everywhere, but all I knew about them was: If there are weird black spots on your object, go
More information