Distributed Ray Tracing
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1 Distributed Ray Tracing Josef Pelikán CGG MFF UK Praha DistribRT 2018 Josef Pelikán, 1 / 24
2 Distributed ray tracing better image quality (fidelity) soft shadows, glossy reflections, soft refractions motion blur depth of field imitation light dispersion (index of refraction depends on ) introducing new variables to an image function reflection or refraction angle, wavelength, light source point, lens entry point, time,.. DistribRT 2018 Josef Pelikán, 2 / 24
3 Glossy reflection v A n r ideal (mirror) reflection actual (glossy) reflection DistribRT 2018 Josef Pelikán, 3 / 24
4 Glossy reflection computation Sharp reflection: I R I V (one reflected ray) Glossy reflection:,,,, I V I R BRDF d d sphere koule reflectance function (weighted integral average.. over all reflection angles) DistribRT 2018 Josef Pelikán, 4 / 24
5 Glossy reflection example 400 spp DistribRT 2018 Josef Pelikán, 5 / 24
6 Soft refraction n v A actual (soft) refraction t ideal (sharp) refraction DistribRT 2018 Josef Pelikán, 6 / 24
7 Soft shadow area light source full shadow (umbra) obstacle partial shadow (penumbra) DistribRT 2018 Josef Pelikán, 7 / 24
8 Soft shadow computation Contribution of a point light source: I A I L 0 if source is visible from A else Contribution of an area light source: % I A I S L visible portion of a light source DistribRT 2018 Josef Pelikán, 8 / 24
9 Soft shadow computation Contribution of an inhomogenous light source: I A IL u, v vis A, u, v dudv light plocha source zdroje area visibility function vis A, u, v 1 0 if S(u,v) is visible from A else DistribRT 2018 Josef Pelikán, 9 / 24
10 Soft shadow example 256 spp DistribRT 2018 Josef Pelikán, 10 / 24
11 Motion blur path of the solid s(t) rendered interval: (shutter open time) [ t 1, t 2 ] scene rendering in time t: f(t) = f(x,y,t) DistribRT 2018 Josef Pelikán, 11 / 24
12 Motion blur General motion blur: f blurr t t 2 1 f t dt DistribRT 2018 Josef Pelikán, 12 / 24
13 Motion blur Scene with single moving object: t 2 1 f t s t dt f blurr t 1 t t 2 1 s t 1 dt s t on na t, t DistribRT 2018 Josef Pelikán, 13 / 24
14 Depth of field lens imaging plane (film) focus plane DistribRT 2018 Josef Pelikán, 14 / 24
15 Geometric simplification p,q lense x,y V xy radius r T xy imaging plane (image) focus plane DistribRT 2018 Josef Pelikán, 15 / 24
16 Depth of field computation Pinhole camera model:, f x y I V xy V T x, y, 0 xy xy V T p, q, 0 pq xy Lens with finite aperture:, pq circle kruharound kolem x, y f x y I V dp dq DistribRT 2018 Josef Pelikán, 16 / 24
17 Depth of field examples DistribRT 2018 Josef Pelikán, 17 / 24
18 Light dispersion white light (all wavelengths) separated wavelengths image function: f() = f(x,y,) DistribRT 2018 Josef Pelikán, 18 / 24
19 Light dispersion computation Pixel RGB color from spectral dristribution:,,, R x y f x y R d spectrum spektrum,,, G x y f x y G d spectrum spektrum trichromatic spectral coefficients,,, B x y f x y B d spectrum spektrum DistribRT 2018 Josef Pelikán, 19 / 24
20 Light dispersion example DistribRT 2018 Josef Pelikán, 20 / 24
21 Implementation integral averaging is done stochastically (Monte- Carlo methods) finite number of point samples (rays) integral is estimated by a [weighted] sum weighted integral average uniform sampling and appropriate weight function nonuniform sampling (using the right density/pdf) DistribRT 2018 Josef Pelikán, 21 / 24
22 Combining methods any methods can be combined with anti-aliasing as well higher order integrals e.g. dimension 10: anti-aliasing (2), depth of field (2), glossy reflection (2), soft shadows (2), motion blur (1), light dispersion (1) sampling method: jittering independent jittering ( N rooks ) in form of hidden sampling adaptive sampling DistribRT 2018 Josef Pelikán, 22 / 24
23 Hidden sampling number of samples per pix (primary rays) is defined every inner component is sampling independently arbitrary number of additional (sampled) dimensions 1 [x,y] [g,d] glossy [a,b] shadow random permutation jittering Implementation: N [ rank, total ] DistribRT 2018 Josef Pelikán, 23 / 24
24 References A. Glassner: An Introduction to Ray Tracing, Academic Press, London 1989, A. Watt, M. Watt: Advanced Animation and Rendering Techniques, Addison-Wesley, Wokingham 1992, DistribRT 2018 Josef Pelikán, 24 / 24
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