קורס גרפיקה ממוחשבת 2010/2009 סמסטר א' Rendering 1 חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור

Size: px
Start display at page:

Download "קורס גרפיקה ממוחשבת 2010/2009 סמסטר א' Rendering 1 חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור"

Transcription

1 קורס גרפיקה ממוחשבת 2010/2009 סמסטר א' Rendering 1 חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור

2 What is 3D rendering? Construct an image from a 3D model מצלמה תאורה View Plane Rendering מודל 3D 2

3 Rendering Scenarios אינטראקטיבי מייצרים תמונות בשבריר שנייה )לפחות 10 בשנייה( כאשר המשתמש שולט בפרמטרים של הרינדור יש צורך להשיג את האיכות הגבוהה ביותר בהתחשב בזמן הנתון )הקצב הנדרש( שימושי לויזואליזציות, משחקים וכו' 3

4 Rendering Scenarios אצווה )batch( כל תמונה מיוצרת ברמת פירוט גבוהה ככל האפשר עבור סט ספציפי של פרמטרים לוקח כמה זמן שצריך שימושי לפוטוריאליזם, סרטים וכו' Jensen 4

5 3D Rendering Issues What does a 3D rendering system have to do? Camera Visible surface determination Lights Reflectance Shadows Indirect lllumination Sampling Etc. 5

6 Camera Models The most common model is pin-hole camera All captured light rays arrive along paths toward focal point without lens distortion (everything is in focus) Sensor response proportional to radiance Other models consider... Depth of field Motion blur Lens distortion View plane Eye position (focal point) aristotle

7 Camera Parameters Position Eye position (px, py, pz) Orientation View direction (dx, dy, dz) Up direction (ux, uy, uz) Aperature Field of view (xfov, yfov) Film plane Look at point View plane normal back right Up direction Eye Position View Plane Look at Point

8 3D Rendering Issues What does a 3D rendering system have to do? Camera Visible surface determination Lights Reflectance Shadows Indirect lllumination Sampling Etc. 8

9 Visible Surface Determination The color of each pixel on the view plane depends on the radiance emanating from visible surfaces Rays through view plane Simplest method is ray casting View plane Eye position

10 Ray Casting For each sample Construct ray from eye position through view plane Find first surface intersected by ray through pixel Compute color of sample based on surface radiance

11 Ray Casting For each sample Construct ray from eye position through view plane Find first surface intersected by ray through pixel Compute color of sample based on surface radiance

12 Ray Casting For each sample Construct ray from eye position through view plane Find first surface intersected by ray through pixel Compute color of sample based on surface radiance

13 3D Rendering Issues What does a 3D rendering system have to do? Camera Visible surface determination Lights Reflectance Shadows Indirect lllumination Sampling Etc. 13

14 Lights and Surfaces Different Lights 14

15 Different Materials Lights and Surfaces 15

16 Other Lighting Parameters Atmospheric attenuation Camera response 16

17 Lighting Simulation Lighting parameters Light source emission Surface reflectance Atmospheric attenuation Camera response Surface Light Source N N Camera

18 Lighting Simulation 18

19 Phong Reflectance Model Simple analytic model Diffuse reflection+ Specular reflection+ Emission+ ambient 19

20 3D Rendering Issues What does a 3D rendering system have to do? Camera Visible surface determination Lights Reflectance Shadows Indirect lllumination Sampling Etc. 20

21 Shadows Occlusions from light sources 21

22 Occlusions from light sources Soft shadows with area light source Shadows 22

23 Shadows 23

24 3D Rendering Issues What does a 3D rendering system have to do? Camera Visible surface determination Lights Reflectance Shadows Indirect lllumination Sampling Etc. 24

25 Path Types Direct diffuse + indirect specular and transmission 25

26 Path Types + Soft Shadows 26

27 Path Types + caustics 27

28 Path Types + indirect diffuse illumination 28

29 3D Rendering Issues What does a 3D rendering system have to do? Camera Visible surface determination Lights Reflectance Shadows Indirect lllumination Sampling Etc. 29

30 Scene can be sampled with any ray Rendering is a problem in sampling and reconstruction 30

31 Ray Casting 31

32 3D Rendering The color of each pixel on the view plane depends on the radiance emanating from visible surfaces Rays through view plane Eye position View plane

33 For each sample Construct ray from eye position through view plane Find first surface intersected by ray through pixel Compute color sample based on surface radiance Ray Casting

34 For each sample Construct ray from eye position through view plane Find first surface intersected by ray through pixel Compute color sample based on surface radiance Ray Casting Rays through view plane Eye position Samples on view plane

35 Simple implementation: Ray Casting Image RayCast(Camera camera, Scene scene, int width, int height) { Image image = new Image(width, height); for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j); Intersection hit = FindIntersection(ray, scene); image[i][j] = GetColor(hit); } } return image; }

36 Simple implementation: Ray Casting Image RayCast(Camera camera, Scene scene, int width, int height) { Image image = new Image(width, height); for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j); Intersection hit = FindIntersection(ray, scene); image[i][j] = GetColor(hit); } } return image; }

37 Constructing Ray Through a Pixel Up direction View Plane back P 0 right V Ray: P = P 0 + tv P

38 Constructing Ray Through a Pixel 2D Example P 1 Q = frustum half-angle d = distance to view plane right = towards x up P 1 = P 0 + d*towards - d*tan(q)*right P 2 = P 0 + d*towards + d*tan(q)*right P 0 right Q towards V d P P 2 2*d*tan(Q) P = P 1 + (i/width + 0.5) * 2*d*tan (Q)*right V = (P - P 0 ) / P - P 0 width width i -, 2 2 Ray: P = P 0 + tv

39 Simple implementation: Ray Casting Image RayCast(Camera camera, Scene scene, int width, int height) { Image image = new Image(width, height); for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j); Intersection hit = FindIntersection(ray, scene); image[i][j] = GetColor(hit); } } return image; }

40 Ray-Scene Intersection Intersections with geometric primitives Sphere Triangle Groups of primitives (scene) Acceleration techniques Bounding volume hierarchies Spatial partitions Uniform grids Octrees BSP trees

41 Ray-Sphere Intersection Ray: P = P 0 + tv Sphere: P - O 2 - r 2 = 0 P P V r P 0 O

42 Ray-Sphere Intersection I Ray: P = P 0 + tv Sphere: P - O 2 - r 2 = 0 Substituting for P, we get: P 0 + tv - O 2 - r 2 = 0 Algebraic Method Solve quadratic equation: at 2 + bt + c = 0 where: a = 1 b = 2 V (P 0 - O) c = P 0 - O 2 - r 2 = 0 P 0 V P r O P P = P 0 + tv

43 Ray-Sphere Intersection II Ray: P = P 0 + tv Sphere: P - O 2 - r 2 = 0 Geometric Method L = O - P 0 t ca = L V if (t ca < 0) return 0 d 2 = L L - t ca 2 if (d 2 > r 2 ) return 0 t hc = sqrt(r 2 - d 2 ) t = t ca - t hc and t ca + t hc P 0 V t ca L P r t hc d r O P P = P 0 + tv

44 Ray-Sphere Intersection Need normal vector at intersection for lighting calculations N = (P - O) / P - O N V P r P 0 O

45 Ray-Scene Intersection Intersections with geometric primitives Sphere» Triangle Groups of primitives (scene) Acceleration techniques Bounding volume hierarchies Spatial partitions Uniform grids Octrees BSP trees

46 Ray-Triangle Intersection First, intersect ray with plane Then, check if point is inside triangle P V P 0

47 Algebraic Method Ray-Plane Intersection Ray: P = P 0 + tv Plane: N(P-P 0 )=0 P N + c = 0 Substituting for P, we get: (P 0 + tv) N + c = 0 Solution: t = -(P 0 N + c) / (V N) And the intersection at: P = P 0 + tv P N P 0 V P 0

48 Ray-Triangle Intersection I Check if point is inside triangle algebraically T 3 For each side of triangle V 1 = T 1 P 0 V 2 = T 2 P 0 N 1 = V 2 x V 1 Normalize N 1 if (P -P 0 ) N 1 < 0 return FALSE; end T 1 P V 1 N 1 T 2 V 2 P 0

49 Ray-Triangle Intersection II Check if point is inside triangle parametrically Compute a, b: P = a (T 2 -T 1 ) + b (T 3 -T 1 ) T 3 Check if point inside triangle. 0 a 1 and 0 b 1 a + b 1 T 1 b P V a T 2 P 0

50 Other Ray-Primitive Intersections Cone, cylinder, ellipsoid: Similar to sphere Box Intersect 3 front-facing planes, return closest Convex polygon Same as triangle (check point-in-polygon algebraically) Concave polygon Same plane intersection More complex point-in-polygon test Algorithms for 3D object intersection:

51 Ray-Scene Intersection Find intersection with front-most primitive in group Intersection FindIntersection(Ray ray, Scene scene) { min_t = infinity min_primitive = NULL For each primitive in scene { t = Intersect(ray, primitive); if (t < min_t) then min_primitive = primitive min_t = t } } return Intersection(min_t, min_primitive) } Brute Force! D A E B F C

52 Ray-Scene Intersection Intersections with geometric primitives Sphere Triangle Groups of primitives (scene)» Acceleration techniques Bounding volume hierarchies Spatial partitions Uniform grids Octrees BSP trees

53 Bounding Volumes Check for intersection with simple shape first If ray doesn t intersect bounding volume, then it doesn t intersect its contents

54 Bounding Volume Hierarchies I Build hierarchy of bounding volumes Bounding volume of interior node contains all children 3 E 1 1 D F 2 C 3 A B D E F A 2 C B

55 Bounding Volume Hierarchies Use hierarchy to accelerate ray intersections Intersect node contents only if hit bounding volume 1 3 E 1 D F 2 C 3 C A B D E F A 2 B

56 Bounding Volume Hierarchies III Sort hits & detect early termination FindIntersection(Ray ray, Node node) { // Find intersections with child node bounding volumes... // Sort intersections front to back... // Process intersections (checking for early termination) min_t = infinity; for each intersected child i { if (min_t < bv_t[i]) break; shape_t = FindIntersection(ray, child); if (shape_t < min_t) { min_t = shape_t;} } return min_t; }

57 Ray-Scene Intersection Intersections with geometric primitives Sphere Triangle Groups of primitives (scene)» Acceleration techniques Bounding volume hierarchies Spatial partitions Uniform grids Octrees BSP trees

58 Uniform Grid Construct uniform grid over scene Index primitives according to overlaps with grid cells E D F C A B

59 Trace rays through grid cells Fast Incremental Uniform Grid E D F Only check primitives in intersected grid cells Given an entry point into a cell and a vector, its easy to calculate exit point A C B

60 Potential problem: Uniform Grid How choose suitable grid resolution? Too little benefit if grid is too coarse D E F Too much cost if grid is too fine C A B

61 Octree A tree data structure used to partition three dimensional space A 2D version is called a Quadtree 61

62 Octree Construct adaptive grid over scene Recursively subdivide box-shaped cells into 8 octants Index primitives by overlaps with cells E Generally fewer cells D F C A B Quadtree

63 Octree Trace rays through neighbor cells Fewer cells More complex neighbor finding E Trade-off fewer cells for more expensive traversal D F C A B

64 Octree Very useful in computer graphics, used for Intersections Collisions Color quantization Surface reconstruction (meshing) 64

65 Binary Space Partition (BSP) Tree Recursively partition space by planes Every cell is a convex polyhedron 1 3 E D F C A 4 B 2

66 Binary Space Partition (BSP) Tree Simple recursive algorithms Example: point finding 1 P 3 E D F C A 4 B 2

67 Binary Space Partition (BSP) Tree Trace rays by recursion on tree BSP construction enables simple front-to-back traversal 1 P 3 E D F C A 4 B 2

68 Binary Space Partition (BSP) Tree RayTreeIntersect(Ray ray, Node node, double min, double max) { if (Node is a leaf) return intersection of closest primitive in cell, or NULL if none else dist = distance of the ray point to split plane of node near_child = child of node that contains the origin of Ray far_child = other child of node if the interval to look is on near side return RayTreeIntersect(ray, near_child, min, max) else if the interval to look is on far side return RayTreeIntersect(ray, far_child, min, max) else if the interval to look is on both side if (RayTreeIntersect(ray, near_child, min, dist)) return ; else return RayTreeIntersect(ray, far_child, dist, max) }

69 Other Accelerations Screen space coherence Check last hit first Beam tracing Pencil tracing Cone tracing Memory coherence Large scenes Parallelism Ray casting is embarassingly parallelizable etc.

70 Summary Writing a simple ray casting renderer is easy Generate rays Intersection tests Lighting calculations What s next? Illumination

Rendering. What is 3D rendering? קורס גרפיקה ממוחשבת 2008 סמסטר ב' מצלמה תאורה. Rendering Scenarios. Rendering Scenarios. 3D Rendering Issues

Rendering. What is 3D rendering? קורס גרפיקה ממוחשבת 2008 סמסטר ב' מצלמה תאורה. Rendering Scenarios. Rendering Scenarios. 3D Rendering Issues What is rendering? onstruct an image from a model קורס גרפיקה ממוחשבת 008 סמסטר ב' מצלמה תאורה iew lane Rendering Rendering מודל חלק מהשקפים מעובדים משקפים של פרדו דוראנד, טומס פנקהאוסר ודניאל כהן-אור

More information

Ray Casting. 3D Rendering. Ray Casting. Ray Casting. Ray Casting. Ray Casting

Ray 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 information

Ray Casting. Connelly Barnes CS 4810: Graphics

Ray 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 information

3D Rendering and Ray Casting

3D 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 information

3D Rendering. Course Syllabus. Where Are We Now? Rendering. 3D Rendering Example. Overview. Rendering. I. Image processing II. Rendering III.

3D Rendering. Course Syllabus. Where Are We Now? Rendering. 3D Rendering Example. Overview. Rendering. I. Image processing II. Rendering III. Course Syllabus I. Image processing II. Rendering III. Modeling 3D Rendering Rendering I. Animation (Michael Bostock, CS426, Fall99) Image Processing Adam Finkelstein Princeton University COS 426, Spring

More information

Rendering. Generate an image from geometric primitives II. Rendering III. Modeling IV. Animation. (Michael Bostock, CS426, Fall99)

Rendering. Generate an image from geometric primitives II. Rendering III. Modeling IV. Animation. (Michael Bostock, CS426, Fall99) 1 Course Syllabus 2 I. Image processing 3D Adam Finkelstein Princeton University C0S 426, Fall 2001 II. III. Modeling IV. Animation Image Processing (Rusty Coleman, CS426, Fall99) (Michael Bostock, CS426,

More information

Today. Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques

Today. Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques Ray Tracing Today Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques Example 1 Example 2 What is 3D Rendering? Construct an image from a 3D model Camera

More information

3D Rendering and Ray Casting

3D 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 information

Ray Casting. COS 426, Spring 2015 Princeton University

Ray Casting. COS 426, Spring 2015 Princeton University Ray Casting COS 426, Spring 2015 Princeton University Ray Casting The color of each pixel on the view plane depends on the radiance emanating along rays from visible surfaces in scene Light Surfaces Camera

More information

Accelerating Ray-Scene Intersection Calculations

Accelerating Ray-Scene Intersection Calculations ccelerating Ray-Scene Intersection alculations onnelly arnes S 80: Graphics cknowledgment: slides by Jason Lawrence, Misha Kazhdan, llison Klein, Tom unkhouser, dam inkelstein and avid obkin Overview cceleration

More information

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo Computer Graphics Bing-Yu Chen National Taiwan University The University of Tokyo Hidden-Surface Removal Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm

More information

Chapter 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. 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 information

Lecture 11: Ray tracing (cont.)

Lecture 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 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

Illumination. Michael Kazhdan ( /657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2

Illumination. Michael Kazhdan ( /657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Illumination Michael Kazhdan (601.457/657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2 Ray Casting Image RayCast(Camera camera, Scene scene, int width, int height) { Image image = new Image(width, height); for

More information

Ray-Tracing. Misha Kazhdan

Ray-Tracing. Misha Kazhdan Ray-Tracing Misha Kazhdan Ray-Tracing In graphics, we often represent the surface of a 3D shape by a set of triangles. Goal: Ray-Tracing Take a collection of triangles representing a 3D scene and render

More information

Ray Casting. Outline in Code. Outline. Finding Ray Direction. Heckbert s Business Card Ray Tracer. Foundations of Computer Graphics (Fall 2012)

Ray Casting. Outline in Code. Outline. Finding Ray Direction. Heckbert s Business Card Ray Tracer. Foundations of Computer Graphics (Fall 2012) Foundations of Computer Graphics (Fall 2012) CS 184, Lectures 17, 18: Nuts and bolts of Ray Tracing Heckbert s Business Card Ray Tracer http://inst.eecs.berkeley.edu/~cs184 Acknowledgements: Thomas Funkhouser

More information

Advanced Ray Tracing

Advanced Ray Tracing Advanced Ray Tracing Thanks to Fredo Durand and Barb Cutler The Ray Tree Ni surface normal Ri reflected ray Li shadow ray Ti transmitted (refracted) ray 51 MIT EECS 6.837, Cutler and Durand 1 Ray Tree

More information

Computer Graphics. Bing-Yu Chen National Taiwan University

Computer Graphics. Bing-Yu Chen National Taiwan University Computer Graphics Bing-Yu Chen National Taiwan University Visible-Surface Determination Back-Face Culling The Depth-Sort Algorithm Binary Space-Partitioning Trees The z-buffer Algorithm Scan-Line Algorithm

More information

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University Ray Tracing III Wen-Chieh (Steve) Lin National Chiao-Tung University Shirley, Fundamentals of Computer Graphics, Chap 10 Doug James CG slides, I-Chen Lin s CG slides Ray-tracing Review For each pixel,

More information

CPSC GLOBAL ILLUMINATION

CPSC 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 information

Spatial Data Structures

Spatial Data Structures CSCI 420 Computer Graphics Lecture 17 Spatial Data Structures Jernej Barbic University of Southern California Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees [Angel Ch. 8] 1 Ray Tracing Acceleration

More information

Accelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016

Accelerating Geometric Queries. Computer Graphics CMU /15-662, Fall 2016 Accelerating Geometric Queries Computer Graphics CMU 15-462/15-662, Fall 2016 Geometric modeling and geometric queries p What point on the mesh is closest to p? What point on the mesh is closest to p?

More information

Spatial Data Structures

Spatial Data Structures Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) [Angel 9.10] Outline Ray tracing review what rays matter? Ray tracing speedup faster

More information

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday

Announcements. Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday Announcements Written Assignment2 is out, due March 8 Graded Programming Assignment2 next Tuesday 1 Spatial Data Structures Hierarchical Bounding Volumes Grids Octrees BSP Trees 11/7/02 Speeding Up Computations

More information

Ray Casting. To Do. Outline. Outline in Code. Foundations of Computer Graphics (Spring 2012) Heckbert s Business Card Ray Tracer

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 information

Ray-tracing Acceleration. Acceleration Data Structures for Ray Tracing. Shadows. Shadows & Light Sources. Antialiasing Supersampling.

Ray-tracing Acceleration. Acceleration Data Structures for Ray Tracing. Shadows. Shadows & Light Sources. Antialiasing Supersampling. Ray-tracing Acceleration Acceleration Data Structures for Ray Tracing Thanks to Fredo Durand and Barb Cutler Soft shadows Antialiasing (getting rid of jaggies) Glossy reflection Motion blur Depth of field

More information

Accelerating Ray Tracing

Accelerating Ray Tracing Accelerating Ray Tracing Ray Tracing Acceleration Techniques Faster Intersections Fewer Rays Generalized Rays Faster Ray-Object Intersections Object bounding volumes Efficient intersection routines Fewer

More information

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017

Computer 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: 14:00-15:30, Novermber 29, 2017

More information

Ray Tracing. Foley & Van Dam, Chapters 15 and 16

Ray Tracing. Foley & Van Dam, Chapters 15 and 16 Ray Tracing Foley & Van Dam, Chapters 15 and 16 Ray Tracing Visible Surface Ray Tracing (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Ray Tracing Determine visibility

More information

Ray Tracing Foley & Van Dam, Chapters 15 and 16

Ray Tracing Foley & Van Dam, Chapters 15 and 16 Foley & Van Dam, Chapters 15 and 16 (Ray Casting) Examples Efficiency Issues Computing Boolean Set Operations Recursive Determine visibility of a surface by tracing rays of light from the viewer s eye

More information

Motivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline

Motivation. Sampling and Reconstruction of Visual Appearance. Effects needed for Realism. Ray Tracing. Outline Sampling and Reconstruction of Visual Appearance CSE 274 [Fall 2018], Special Lecture Ray Tracing Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Ray Tracing is a core aspect of both offline

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) April 1, 2003 [Angel 9.10] Frank Pfenning Carnegie

More information

Acceleration Data Structures

Acceleration Data Structures CT4510: Computer Graphics Acceleration Data Structures BOCHANG MOON Ray Tracing Procedure for Ray Tracing: For each pixel Generate a primary ray (with depth 0) While (depth < d) { Find the closest intersection

More information

Today. Acceleration Data Structures for Ray Tracing. Cool results from Assignment 2. Last Week: Questions? Schedule

Today. Acceleration Data Structures for Ray Tracing. Cool results from Assignment 2. Last Week: Questions? Schedule Today Acceleration Data Structures for Ray Tracing Cool results from Assignment 2 Last Week: koi seantek Ray Tracing Shadows Reflection Refraction Local Illumination Bidirectional Reflectance Distribution

More information

Spatial Data Structures

Spatial Data Structures CSCI 480 Computer Graphics Lecture 7 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids BSP Trees [Ch. 0.] March 8, 0 Jernej Barbic University of Southern California http://www-bcf.usc.edu/~jbarbic/cs480-s/

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

Intersection Acceleration

Intersection Acceleration Advanced Computer Graphics Intersection Acceleration Matthias Teschner Computer Science Department University of Freiburg Outline introduction bounding volume hierarchies uniform grids kd-trees octrees

More information

Spatial Data Structures

Spatial Data Structures 15-462 Computer Graphics I Lecture 17 Spatial Data Structures Hierarchical Bounding Volumes Regular Grids Octrees BSP Trees Constructive Solid Geometry (CSG) March 28, 2002 [Angel 8.9] Frank Pfenning Carnegie

More information

Accelerated Raytracing

Accelerated Raytracing Accelerated Raytracing Why is Acceleration Important? Vanilla ray tracing is really slow! mxm pixels, kxk supersampling, n primitives, average ray path length of d, l lights, 2 recursive ray casts per

More information

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Anti-aliased and accelerated ray tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Reading Required: Watt, sections 12.5.3 12.5.4, 14.7 Further reading: A. Glassner.

More information

Last Time: Acceleration Data Structures for Ray Tracing. Schedule. Today. Shadows & Light Sources. Shadows

Last Time: Acceleration Data Structures for Ray Tracing. Schedule. Today. Shadows & Light Sources. Shadows Last Time: Acceleration Data Structures for Ray Tracing Modeling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion

More information

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1 Ray tracing Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 3/19/07 1 From last time Hidden surface removal Painter s algorithm Clipping algorithms Area subdivision BSP trees Z-Buffer

More information

Today. Anti-aliasing Surface Parametrization Soft Shadows Global Illumination. Exercise 2. Path Tracing Radiosity

Today. Anti-aliasing Surface Parametrization Soft Shadows Global Illumination. Exercise 2. Path Tracing Radiosity Today Anti-aliasing Surface Parametrization Soft Shadows Global Illumination Path Tracing Radiosity Exercise 2 Sampling Ray Casting is a form of discrete sampling. Rendered Image: Sampling of the ground

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

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012)

Effects needed for Realism. Ray Tracing. Ray Tracing: History. Outline. Foundations of Computer Graphics (Spring 2012) Foundations of omputer Graphics (Spring 202) S 84, Lecture 5: Ray Tracing http://inst.eecs.berkeley.edu/~cs84 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,

More information

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics

Anti-aliased and accelerated ray tracing. University of Texas at Austin CS384G - Computer Graphics Anti-aliased and accelerated ray tracing University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell eading! equired:! Watt, sections 12.5.3 12.5.4, 14.7! Further reading:! A. Glassner.

More information

Ray Intersection Acceleration

Ray Intersection Acceleration Ray Intersection Acceleration CMPT 461/761 Image Synthesis Torsten Möller Reading Chapter 2, 3, 4 of Physically Based Rendering by Pharr&Humphreys An Introduction to Ray tracing by Glassner Topics today

More information

Computer Graphics Ray Casting. Matthias Teschner

Computer Graphics Ray Casting. Matthias Teschner Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg

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

Ray Tracing. Outline. Ray Tracing: History

Ray Tracing. Outline. Ray Tracing: History Foundations of omputer Graphics Online Lecture 9: Ray Tracing 1 History and asic Ray asting Ravi Ramamoorthi Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water,

More information

Ray Tracing: Intersection

Ray Tracing: Intersection Computer Graphics as Virtual Photography Ray Tracing: Intersection Photography: real scene camera (captures light) photo processing Photographic print processing Computer Graphics: 3D models camera tone

More information

CPSC / Sonny Chan - University of Calgary. Collision Detection II

CPSC / Sonny Chan - University of Calgary. Collision Detection II CPSC 599.86 / 601.86 Sonny Chan - University of Calgary Collision Detection II Outline Broad phase collision detection: - Problem definition and motivation - Bounding volume hierarchies - Spatial partitioning

More information

VIII. Visibility algorithms (II)

VIII. Visibility algorithms (II) VIII. Visibility algorithms (II) Hybrid algorithsms: priority list algorithms Find the object visibility Combine the operations in object space (examples: comparisons and object partitioning) with operations

More information

Ray Tracing. Cornell CS4620/5620 Fall 2012 Lecture Kavita Bala 1 (with previous instructors James/Marschner)

Ray Tracing. Cornell CS4620/5620 Fall 2012 Lecture Kavita Bala 1 (with previous instructors James/Marschner) CS4620/5620: Lecture 37 Ray Tracing 1 Announcements Review session Tuesday 7-9, Phillips 101 Posted notes on slerp and perspective-correct texturing Prelim on Thu in B17 at 7:30pm 2 Basic ray tracing Basic

More information

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz

Computing Visibility. Backface Culling for General Visibility. One More Trick with Planes. BSP Trees Ray Casting Depth Buffering Quiz Computing Visibility BSP Trees Ray Casting Depth Buffering Quiz Power of Plane Equations We ve gotten a lot of mileage out of one simple equation. Basis for D outcode-clipping Basis for plane-at-a-time

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

Logistics. CS 586/480 Computer Graphics II. Questions from Last Week? Slide Credits

Logistics. CS 586/480 Computer Graphics II. Questions from Last Week? Slide Credits CS 586/480 Computer Graphics II Dr. David Breen Matheson 408 Thursday 6PM Æ 8:50PM Presentation 4 10/28/04 Logistics Read research paper and prepare summary and question P. Hanrahan, "Ray Tracing Algebraic

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

Bounding Volume Hierarchies. CS 6965 Fall 2011

Bounding Volume Hierarchies. CS 6965 Fall 2011 Bounding Volume Hierarchies 2 Heightfield 3 C++ Operator? #include int main() { int x = 10; while( x --> 0 ) // x goes to 0 { printf("%d ", x); } } stackoverflow.com/questions/1642028/what-is-the-name-of-this-operator

More information

Ray Tracing. Computer Graphics CMU /15-662, Fall 2016

Ray Tracing. Computer Graphics CMU /15-662, Fall 2016 Ray Tracing Computer Graphics CMU 15-462/15-662, Fall 2016 Primitive-partitioning vs. space-partitioning acceleration structures Primitive partitioning (bounding volume hierarchy): partitions node s primitives

More information

Questions from Last Week? Extra rays needed for these effects. Shadows Motivation

Questions from Last Week? Extra rays needed for these effects. Shadows Motivation CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM 8:50PM Presentation 4 4/22/08 Questions from Last Week? Color models Light models Phong shading model Assignment

More information

CS 431/636 Advanced Rendering Techniques

CS 431/636 Advanced Rendering Techniques CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM 8:50PM Presentation 4 4/22/08 Questions from Last Week? Color models Light models Phong shading model Assignment

More information

Implicit Surfaces & Solid Representations COS 426

Implicit Surfaces & Solid Representations COS 426 Implicit Surfaces & Solid Representations COS 426 3D Object Representations Desirable properties of an object representation Easy to acquire Accurate Concise Intuitive editing Efficient editing Efficient

More information

The Traditional Graphics Pipeline

The 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 information

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

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

More information

Spatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

Spatial Data Structures and Speed-Up Techniques. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial Data Structures and Speed-Up Techniques Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Spatial data structures What is it? Data structure that organizes

More information

CS580: Ray Tracing. Sung-Eui Yoon ( 윤성의 ) Course URL:

CS580: Ray Tracing. Sung-Eui Yoon ( 윤성의 ) Course URL: CS580: Ray Tracing Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/gcg/ Recursive Ray Casting Gained popularity in when Turner Whitted (1980) recognized that recursive ray casting could

More information

Illumination. Courtesy of Adam Finkelstein, Princeton University

Illumination. Courtesy of Adam Finkelstein, Princeton University llumination Courtesy of Adam Finkelstein, Princeton University Ray Casting mage RayCast(Camera camera, Scene scene, int width, int height) { mage image = new mage(width, height); for (int i = 0; i < width;

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics (CS 543) Lecture 13b Ray Tracing (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Raytracing Global illumination-based rendering method Simulates

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 11: Acceleration. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 11: Acceleration. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 11: Acceleration Welcome! Today s Agenda: High-speed Ray Tracing Acceleration Structures The Bounding Volume Hierarchy BVH Construction BVH

More information

Ray Tracing Acceleration Data Structures

Ray Tracing Acceleration Data Structures Ray Tracing Acceleration Data Structures Sumair Ahmed October 29, 2009 Ray Tracing is very time-consuming because of the ray-object intersection calculations. With the brute force method, each ray has

More information

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction Effects needed for realism Global Rendering Computer Graphics 1, Fall 2005 Lecture 7 4th ed.: Ch 6.10, 12.1-12.5 Shadows Reflections (Mirrors) Transparency Interreflections Detail (Textures etc.) Complex

More information

The feature set you are required to implement in your ray tracer is as follows (by order from easy to hard):

The feature set you are required to implement in your ray tracer is as follows (by order from easy to hard): Ray Tracing exercise TAU, Computer Graphics, 0368.3014, semester B Go to the Updates and FAQ Page Overview The objective of this exercise is to implement a ray casting/tracing engine. Ray tracing is a

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

Solid Modeling. Thomas Funkhouser Princeton University C0S 426, Fall Represent solid interiors of objects

Solid Modeling. Thomas Funkhouser Princeton University C0S 426, Fall Represent solid interiors of objects Solid Modeling Thomas Funkhouser Princeton University C0S 426, Fall 2000 Solid Modeling Represent solid interiors of objects Surface may not be described explicitly Visible Human (National Library of Medicine)

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

11 - Spatial Data Structures

11 - Spatial Data Structures 11 - Spatial Data Structures cknowledgement: Marco Tarini Types of Queries Graphic applications often require spatial queries Find the k points closer to a specific point p (k-nearest Neighbours, knn)

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

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Final Projects Proposals due Thursday 4/8 Proposed project summary At least 3 related papers (read & summarized) Description of series of test cases Timeline & initial task assignment The Traditional Graphics

More information

Global Illumination. Connelly Barnes CS 4810: Graphics

Global Illumination. Connelly Barnes CS 4810: Graphics Global Illumination Connelly Barnes CS 4810: Graphics Acknowledgment: slides by Jason Lawrence, Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin Overview Direct Illumination

More information

Scene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development

Scene Management. Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Video Game Technologies 11498: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development Chap. 5 Scene Management Overview Scene Management vs Rendering This chapter is about rendering

More information

CEng 477 Introduction to Computer Graphics Fall 2007

CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection Visible surface detection or hidden surface removal. Realistic scenes: closer objects occludes the

More information

Ray Intersection Acceleration

Ray Intersection Acceleration Ray Intersection Acceleration Image Synthesis Torsten Möller Reading Physically Based Rendering by Pharr&Humphreys Chapter 2 - rays and transformations Chapter 3 - shapes Chapter 4 - intersections and

More information

More Hidden Surface Removal

More Hidden Surface Removal Lecture 8 More Hidden Surface Removal Efficient Painter - binary space partition (BSP) tree Efficient Ray Casting - spatial partitioning (uniform, octrees) - bounding volumes Recall last lecture... front

More information

Ray tracing. EECS 487 March 19,

Ray tracing. EECS 487 March 19, Ray tracing EECS 487 March 19, 2007 http://radsite.lbl.gov/radiance/book/ 1 Conventional pipeline (rasterization) For each triangle Compute lighting at vertices For each pixel within triangle Compute interpolated

More information

Speeding Up Ray Tracing. Optimisations. Ray Tracing Acceleration

Speeding Up Ray Tracing. Optimisations. Ray Tracing Acceleration Speeding Up Ray Tracing nthony Steed 1999, eline Loscos 2005, Jan Kautz 2007-2009 Optimisations Limit the number of rays Make the ray test faster for shadow rays the main drain on resources if there are

More information

Supplement to Lecture 16

Supplement to Lecture 16 Supplement to Lecture 16 Global Illumination: View Dependent CS 354 Computer Graphics http://www.cs.utexas.edu/~bajaj/ Notes and figures from Ed Angel: Interactive Computer Graphics, 6 th Ed., 2012 Addison

More information

Photorealism: Ray Tracing

Photorealism: 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 information

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010 Computer Graphics 1 Chapter 7 (June 17th, 2010, 2-4pm): 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 information

Collision and Proximity Queries

Collision and Proximity Queries Collision and Proximity Queries Dinesh Manocha (based on slides from Ming Lin) COMP790-058 Fall 2013 Geometric Proximity Queries l Given two object, how would you check: If they intersect with each other

More information

Drawing the Visible Objects

Drawing the Visible Objects Drawing the Visible Objects We want to generate the image that the eye would see, given the objects in our space How do we draw the correct object at each pixel, given that some objects may obscure others

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics 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 object-order processing primitives processed one-at-a-time

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics 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 object-order processing primitives processed one-at-a-time

More information

CS Computer Graphics: Introduction to Ray Tracing

CS Computer Graphics: Introduction to Ray Tracing CS 543 - Computer Graphics: Introduction to Ray Tracing by Robert W. Lindeman gogo@wpi.edu (with help from Peter Lohrmann ;-) View Volume View volume similar to gluperspective Angle Aspect Near? Far? But

More information

CS Computer Graphics: Introduction to Ray Tracing

CS Computer Graphics: Introduction to Ray Tracing CS 543 - Computer Graphics: Introduction to Ray Tracing by Robert W. Lindeman gogo@wpi.edu (with help from Peter Lohrmann ;-) View Volume View volume similar to gluperspective Angle Aspect Near? Far? But

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

1999, Denis Zorin. Ray tracing

1999, Denis Zorin. Ray tracing Ray tracing Ray tracing shadow rays normal reflected ray pixel ray camera normal Ray casting/ray tracing Iterate over pixels, not objects. Effects that are difficult with Z-buffer, are easy with ray tracing:

More information

Ray Tracing with Spatial Hierarchies. Jeff Mahovsky & Brian Wyvill CSC 305

Ray Tracing with Spatial Hierarchies. Jeff Mahovsky & Brian Wyvill CSC 305 Ray Tracing with Spatial Hierarchies Jeff Mahovsky & Brian Wyvill CSC 305 Ray Tracing Flexible, accurate, high-quality rendering Slow Simplest ray tracer: Test every ray against every object in the scene

More information