Lecture 15: Many Lights. CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University. Many Lights
|
|
- Ezra McDaniel
- 6 years ago
- Views:
Transcription
1 Lecture 15: Many Lights CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University Many Lights Most techniques work for a single light source Many light sources For environment maps For indirect illumination Treat it is a single integration domain Importance sample lights Importance sampling (with visibility) still hard problem 1
2 Ward 91 Research on many lights Shirley, Wang, Zimmerman 9 Fernandez, Bala, Greenberg 02 Donikian, Fernandez.. 06 Lightcuts 05 Shirley, Wang, Zimmerman 9 Try to avoid linear cost of evaluating lights Separate lights into Set of important lights (a small set) Set of dim lights (large set) Construct pdf using: all important lights 1 out of all the dim lights Importance sample these lights 2
3 Shirley, Wang, Zimmerman 9 Region of influence for important lights Octree cells in region of influence have light in important set However, the partitioning into important and dim sets remains hard Also, still are not taking visibility into account Lightcuts [SIGGRAPH 05, 06] Walter, Fernandez, Arbree, Bala Efficient, accurate complex illumination Environment map lighting & indirect Textured area lights & indirect Time 111s Time 98s (60x80, Anti-aliased, Glossy materials) 3
4 Scalable Scalable solution for many point lights Thousands to millions Sub-linear cost Time (secs) Standard Ward Lightcut Number of Point Lights Tableau Scene GI as many-point lights Approach: unify illumination Area lights HDR environment maps Sun & sky light Indirect illumination Convert to point lights P = L(...)dl hemisphere( indirect+ direct ) = k i I i i alllights Kitchen light: area, sun/sky, indirect
5 Convert Illumination HDR environment map Apply captured light to scene Convert to directional point lights using [Agarwal et al. 2003] Indirect Illumination Convert indirect to direct illumination using Instant Radiosity [Keller 97] Caveats: no caustics, clamping, etc. More lights = more indirect detail Lightcuts Problem Camera 5
6 Illumination Equation result = M i G i V i I i Σlights Geometric term Material term Light intensity Visibility term Currently support diffuse, phong, and Ward Illumination Equation result = M i G i V i I i Σlights Geometric term Material term Light intensity Visibility term 6
7 Illumination Equation result = M i G i V i I i Σlights Geometric term Material term Light intensity Visibility term Key Concepts Light Cluster Approximate many lights by a single brighter light (the representative light) 7
8 Key Concepts Light Cluster Light Tree Binary tree of lights and clusters Clusters Individual Lights Light Cluster Light Tree A Cut Key Concepts A set of nodes that partitions the lights into clusters 8
9 Simple Example #1 #2 #3 # Representative Light Light Tree 1 Clusters Individual Lights Three Example Cuts Three Cuts #1 #2 # #1 #3 # #1 #
10 Three Example Cuts Three Cuts #1 #2 # #1 #3 # #1 # Good Bad Bad Three Example Cuts Three Cuts #1 #2 # #1 #3 # #1 # Bad Good Bad 10
11 Three Example Cuts Three Cuts #1 #2 # #1 #3 # #1 # Good Good Good Algorithm Overview Pre-process Convert illumination to point lights Build light tree For each eye ray Choose a cut to approximate the illumination 11
12 Algorithm Overview Pre-process Convert illumination to point lights Build light tree For each eye ray Choose a cut to approximate the local illumination Cost vs. accuracy Avoid visible transition artifacts Threshold visibility ΔL L L+ΔL ΔL L = kl Weber s s law TVI functions L 12
13 Perceptual Metric Weber s Law Contrast visibility threshold is fixed percentage of signal Used 2% in our results Ensure each cluster s error < visibility threshold Transitions will not be visible Used to select cut Cluster Approximation result ~ M j G j V j I i Σlights Cluster j is the representative light 13
14 Cluster Error Bound error < M ub G ub V ub I i Σlights Cluster Bound each term Visibility <= 1 (trivial) Intensity is known Bound material and geometric terms using cluster bounding volume ub == upper bound Cut Selection Algorithm Start with coarse cut (eg, root node) Cut 1
15 Cut Selection Algorithm Select cluster with largest error bound Cut Cut Selection Algorithm Refine if error bound > 2% of total Cut 15
16 Cut Selection Algorithm Cut Cut Selection Algorithm Cut 16
17 Cut Selection Algorithm Cut Cut Selection Algorithm Repeat until cut obeys 2% threshold Cut 17
18 Lightcuts (128s) Error Reference (1096s) Error x16 Kitchen, 388K polygons, Kavita 608 Bala, Computer lights Science, (72 area Cornell sources) University Kitchen, 388K polygons, 59,672 Lights 18
19 Kitchen, shadow ray false color Combined Illumination Lightcuts 128s 608 Lights (Area lights only) Avg. 259 shadow rays / pixel Lightcuts 290s Lights (Area + Sun/sky + Indirect) Avg. 78 shadow rays / pixel (only 5 to area lights) 19
20 Avg. shadow rays per eye ray 6 (0.03%) Grand Central, 1.6M polygons, 13 6 lights, (Area+Sun/sky+Indirect) Avg. shadow rays per eye ray 17 (0.13%) Tableau, 630K polygons, lights, (EnvMap+Indirect) 20
21 Avg. shadow rays per eye ray 17 (0.003%) Bigscreen, 628K polygons, lights, (Area+Indirect) P = Problem: Many Lights and GI L(...)dl hemisphere lightsources ( indirect+ direct) P eye Many Lights + env map Indirect Illumination + sun/sky Grand Central Station Kalabsha temple 21
22 AA, Volumetric, Motion Blur, DOF aperture time volume Pixel = pixelarea hemisphere L(...) Volumetric: Fog Motion Blur Depth-of-Field eye pixel eye pixel How to scale to complexity? If you can t see it, don t compute it Kalabsha temple, Egypt 22
23 More complexity is Less visually salient More is Less Direct only (relative cost 1x) Direct+Indirect+Fog (1.8x) Direct+Indirect (1.3x) Direct+Indirect+Fog+Motion (2.2x) 23
24 Multidimensional LC[SIG 06] aperture time Pixel = Discretize full integral into 2 point sets Light points (L) Gather points (G) volume pixelarea hemisphere L(...) Light points eye Pixel t = 0.81 t = 0.3 Gather points Multidimensional problem Sum of all pairs of gather and light points Σ Pixel = S j k ji I i (j,i) GxL Gather strength Weight of ray Light intensity Time (secs) Standard Ward Lightcut Light points Number of Point Lights Gather points 2
25 Product Graph Explicit hierarchy would be too expensive Use implicit hierarchy: product graph L0 L1 L2 L3 L L6 L5 eye G0 G1 L0 L1 L2 L3 Gather tree Light tree X G2 G0 G1 Product Graph Cartesian product of two trees (gather & light) L6 L L5 L0 L1 L2 L3 L0 L L1 L6 L2 L5 L3 Light tree X = G0 G2 G2 G1 G0 G1 Gather tree Refine cut until perceptual threshold Generalize cut, representative, error bounds 25
26 Product Graph L6 L L5 L0 L1 L2 L3 Light tree X = G0 G2 L0 L L1 L6 L2 L5 L3 G2 G1 G0 G1 Gather tree Refine cut until perceptual threshold Generalize cut, representative, error bounds Summary Unified illumination handling Scalable solution for many lights Locally adaptive representation (the cut) Perceptual visibility metric Time (secs) Standard Ward Lightcut Number of Point Lights 26
Lightcuts: A Scalable Approach to Illumination
Lightcuts: A Scalable Approach to Illumination Bruce Walter, Sebastian Fernandez, Adam Arbree, Mike Donikian, Kavita Bala, Donald Greenberg Program of Computer Graphics, Cornell University Lightcuts Efficient,
More informationScalable many-light methods
Scalable many-light methods Jaroslav Křivánek Charles University in Prague Instant radiosity Approximate indirect illumination by 1. Generate VPLs 2. Render with VPLs 2 Instant radiosity with glossy surfaces
More informationLightSlice: Matrix Slice Sampling for the Many-Lights Problem
LightSlice: Matrix Slice Sampling for the Many-Lights Problem SIGGRAPH Asia 2011 Yu-Ting Wu Authors Jiawei Ou ( 歐嘉蔚 ) PhD Student Dartmouth College Fabio Pellacini Associate Prof. 2 Rendering L o ( p,
More informationDiscussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013)
Advanced Computer Graphics (Spring 2013 CS 283, Lecture 12: Recent Advances in Monte Carlo Offline Rendering Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Some slides/ideas courtesy Pat Hanrahan,
More informationMultidimensional Lightcuts
Multidimensional Lightcuts Bruce Walter Adam Arbree Kavita Bala Donald P. Greenberg Cornell University Abstract Multidimensional lightcuts is a new scalable method for efficiently rendering rich visual
More informationBidirectional Lightcuts
Bidirectional Lightcuts Bruce Walter Pramook Khungurn Kavita Bala Cornell University 1 Realistic Rendering Challenge Complex light sources Global illumination Wide range of materials Images: Autodesk 360
More informationLightcuts. Jeff Hui. Advanced Computer Graphics Rensselaer Polytechnic Institute
Lightcuts Jeff Hui Advanced Computer Graphics 2010 Rensselaer Polytechnic Institute Fig 1. Lightcuts version on the left and naïve ray tracer on the right. The lightcuts took 433,580,000 clock ticks and
More informationTo Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing
Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 5 Tour of Modern Offline Rendering To Do Project milestone (1-2 pages), final project proposal Due on Oct 27 Please get in touch with me if
More informationIn this part of the course, I will discuss various approaches for generating VPLs where they are most needed for a given camera view.
In this part of the course, I will discuss various approaches for generating VPLs where they are most needed for a given camera view. Let me start by reviewing the classic many lights rendering algorithm,
More informationPhilipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination
Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths
More informationTopic 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 informationPrecomputed & Hybrid Variants of Lightcuts
Precomputed & Hybrid Variants of Lightcuts Tim Condon Bruce Walter Kavita Bala Cornell University Abstract Our extensions to multidimensional lightcuts improve rendering performance using precomputation
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 informationTopic 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 informationVirtual Spherical Lights for Many-Light Rendering of Glossy Scenes
Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes Miloš Hašan Jaroslav Křivánek * Bruce Walter Kavita Bala Cornell University * Charles University in Prague Global Illumination Effects
More informationCS770/870 Spring 2017 Radiosity
Preview CS770/870 Spring 2017 Radiosity Indirect light models Brief radiosity overview Radiosity details bidirectional reflectance radiosity equation radiosity approximation Implementation details hemicube
More informationCS580: 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 informationCS770/870 Spring 2017 Radiosity
CS770/870 Spring 2017 Radiosity Greenberg, SIGGRAPH 86 Tutorial Spencer, SIGGRAPH 93 Slide Set, siggraph.org/education/materials/hypergraph/radiosity/radiosity.htm Watt, 3D Computer Graphics -- Third Edition,
More informationReusing Shading for Interactive Global Illumination GDC 2004
Reusing Shading for Interactive Global Illumination Kavita Bala Cornell University Bruce Walter Introduction What is this course about? Schedule What is Global Illumination? Computing Global Illumination
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 informationRay 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 informationThis course covers a group of global illumination algorithms known as many light methods, or VPL rendering methods. (VPL = virtual point light)
This course covers a group of global illumination algorithms known as many light methods, or VPL rendering methods. (VPL = virtual point light) 1 Our goal is to render realistic images and one of the
More informationFast Agglomerative Clustering for Rendering
Fast Agglomerative Clustering for Rendering Bruce Walter, Kavita Bala, Cornell University Milind Kulkarni, Keshav Pingali University of Texas, Austin Clustering Tree Hierarchical data representation Each
More informationSoft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February
Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other
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 informationTHEA RENDER ADAPTIVE BSD ENGINE
THEA RENDER ADAPTIVE BSD ENGINE ADAPTIVE (BSD) ENGINE Adaptive (BSD) is the name of the biased engine inside Thea Render. This engine is a biased one (this is why we use the abbreviation "BSD") as it uses
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 informationLocal Illumination Environments for Direct Lighting Acceleration
Thirteenth Eurographics Workshop on Rendering (2002) P. Debevec and S. Gibson (Editors) Local Illumination Environments for Direct Lighting Acceleration Sebastian Fernandez Kavita Bala Donald P. Greenberg
More informationRay 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 informationPixelcuts: Scalable Approximate Illumination from Many Point Lights
Pixelcuts: Scalable Approximate Illumination from Many Point Lights Pramook Khungurn, Thatchaphol Saranurak, and Chakrit Watcharopas Kasetsart University, Bangkok, 0900, Thailand Email: fscipmk@ku.ac.th,
More informationEffects of Global Illumination Approximations on Material Appearance
Effects of Global Illumination Approximations on Material Appearance Jaroslav Křivánek Cornell University & Charles University, Prague James Ferwerda Rochester Institute of Technology Kavita Bala Cornell
More informationVirtual Spherical Lights for Many-Light Rendering of Glossy Scenes
Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes MilošHašan Jaroslav Křivánek Charles University in Prague Bruce Walter Kavita Bala Figure 1: Left: Many-light approaches to global illumination
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 informationCS354R: Computer Game Technology
CS354R: Computer Game Technology Real-Time Global Illumination Fall 2018 Global Illumination Mirror s Edge (2008) 2 What is Global Illumination? Scene recreates feel of physically-based lighting models
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 informationAnti-aliasing and Monte Carlo Path Tracing. Brian Curless CSE 557 Autumn 2017
Anti-aliasing and Monte Carlo Path Tracing Brian Curless CSE 557 Autumn 2017 1 Reading Required: Marschner and Shirley, Section 13.4 (online handout) Pharr, Jakob, and Humphreys, Physically Based Ray Tracing:
More informationAnti-aliasing and Monte Carlo Path Tracing
Reading Required: Anti-aliasing and Monte Carlo Path Tracing Brian Curless CSE 557 Autumn 2017 Marschner and Shirley, Section 13.4 (online handout) Pharr, Jakob, and Humphreys, Physically Based Ray Tracing:
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 informationLocal vs. Global Illumination & Radiosity
Last Time? Local vs. Global Illumination & Radiosity Ray Casting & Ray-Object Intersection Recursive Ray Tracing Distributed Ray Tracing An early application of radiative heat transfer in stables. Reading
More informationIllumination Algorithms
Global Illumination Illumination Algorithms Digital Lighting and Rendering CGT 340 The goal of global illumination is to model all possible paths of light to the camera. Global Illumination Global illumination
More informationSingle Scattering in Refractive Media with Triangle Mesh Boundaries
Single Scattering in Refractive Media with Triangle Mesh Boundaries Bruce Walter Shuang Zhao Nicolas Holzschuch Kavita Bala Cornell Univ. Cornell Univ. Grenoble Univ. Cornell Univ. Presented at SIGGRAPH
More informationRadiosity. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen
Radiosity Radiosity Concept Global computation of diffuse interreflections among scene objects Diffuse lighting changes fairly slowly across a surface Break surfaces up into some number of patches Assume
More informationGlobal 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 informationRaytracing CS148 AS3. Due :59pm PDT
Raytracing CS148 AS3 Due 2010-07-25 11:59pm PDT We start our exploration of Rendering - the process of converting a high-level object-based description of scene into an image. We will do this by building
More informationSung-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 informationOther Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall
Other Rendering Techniques 1 Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity 2 Intro Some more Raytracing Light maps Photon-map Reyes Shadow maps Sahdow volumes PRT BSSRF
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 informationThe Rendering Equation & Monte Carlo Ray Tracing
Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for
More informationRendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker
Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant
More informationCorona Sky Corona Sun Corona Light Create Camera About
Plugin menu Corona Sky creates Sky object with attached Corona Sky tag Corona Sun creates Corona Sun object Corona Light creates Corona Light object Create Camera creates Camera with attached Corona Camera
More informationRecent Advances in Monte Carlo Offline Rendering
CS294-13: Special Topics Lecture #6 Advanced Computer Graphics University of California, Berkeley Monday, 21 September 2009 Recent Advances in Monte Carlo Offline Rendering Lecture #6: Monday, 21 September
More informationCS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak
CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing by Stephen Kazmierczak Introduction Unbiased light transport algorithms can sometimes take a large number of rays to
More informationMIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1
MIT 6.837 Monte-Carlo Ray Tracing MIT EECS 6.837, Cutler and Durand 1 Schedule Review Session: Tuesday November 18 th, 7:30 pm bring lots of questions! Quiz 2: Thursday November 20 th, in class (one weeks
More informationLecture 12: Photon Mapping. Biased Methods
Lecture 12: Photon Mapping CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University MC problems Biased Methods Biased methods: store information (caching) Better type of noise: blurring Greg
More 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. 13.2-13.3] Jernej Barbic University of Southern California 1 Local Illumination Object illuminations
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 informationSoft Shadows: Heckbert & Herf. Soft shadows. Heckbert & Herf Soft Shadows. Cornell University CS 569: Interactive Computer Graphics.
Soft Shadows: Heckbert & Herf Soft shadows [Michael Herf and Paul Heckbert] Cornell University CS 569: Interactive Computer Graphics Figure : Hard shadow images from 2 2 grid of sample points on light
More informationS U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T
S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render
More informationAnti-aliasing and Monte Carlo Path Tracing. Brian Curless CSE 457 Autumn 2017
Anti-aliasing and Monte Carlo Path Tracing Brian Curless CSE 457 Autumn 2017 1 Reading Required: Marschner and Shirley, Section 13.4 (online handout) Further reading: Pharr, Jakob, and Humphreys, Physically
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 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 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 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 informationCS 428: Fall Introduction to. Realism (overview) Andrew Nealen, Rutgers, /11/2009 1
CS 428: Fall 2009 Introduction to Computer Graphics Realism (overview) 11/11/2009 1 Topic overview Image formation and OpenGL Transformations and viewing Polygons and polygon meshes Programmable pipelines
More informationIrradiance Gradients. Media & Occlusions
Irradiance Gradients in the Presence of Media & Occlusions Wojciech Jarosz in collaboration with Matthias Zwicker and Henrik Wann Jensen University of California, San Diego June 23, 2008 Wojciech Jarosz
More informationCS-184: Computer Graphics. Administrative
CS-184: Computer Graphics Lecture #10: Raytracing Prof. James O Brien University of California, Berkeley V2005-10-1.1 Administrative Prof. O Brien away this Thursday and Friday Available after class today
More informationCSE 681 Illumination and Phong Shading
CSE 681 Illumination and Phong Shading Physics tells us What is Light? We don t see objects, we see light reflected off of objects Light is a particle and a wave The frequency of light What is Color? Our
More informationAnti-aliasing. Images and Aliasing
CS 130 Anti-aliasing Images and Aliasing Aliasing errors caused by rasterizing How to correct them, in general 2 1 Aliased Lines Stair stepping and jaggies 3 Remove the jaggies Anti-aliased Lines 4 2 Aliasing
More informationRay 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 informationThe V-Ray installer will automatically remove any previous installations. This will allow you to seamlessly upgrade from previous versions.
Overview This guide is to serve as a reference for installing V-Ray for 3ds Max and 3ds Max Design. Please refer to the Glossary page for specific terms used in this document. If you experience any problems,
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 informationI have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics
Announcements Assignment 4 will be out later today Problem Set 3 is due today or tomorrow by 9am in my mail box (4 th floor NSH) How are the machines working out? I have a meeting with Peter Lee and Bob
More 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 informationSchedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity
Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS
More informationRendering and Radiosity. Introduction to Design Media Lecture 4 John Lee
Rendering and Radiosity Introduction to Design Media Lecture 4 John Lee Overview Rendering is the process that creates an image from a model How is it done? How has it been developed? What are the issues
More informationPoint based Rendering
Point based Rendering CS535 Daniel Aliaga Current Standards Traditionally, graphics has worked with triangles as the rendering primitive Triangles are really just the lowest common denominator for surfaces
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 & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination
Raytracing & Epsilon intersects light @ t = 25.2 intersects sphere1 @ t = -0.01 & Monte Carlo Ray Tracing intersects sphere1 @ t = 10.6 Solution: advance the ray start position epsilon distance along the
More informationReview. Stephen J. Guy
Review Stephen J. Guy Overview Pixar short Review last class Review course Area of Graphics Image Processing Rendering Modeling Animation Misc Area of Graphics Image Processing Rendering Modeling Animation
More informationRendering. Mike Bailey. Rendering.pptx. The Rendering Equation
1 Rendering This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu Rendering.pptx d i d 0 P P d i The Rendering
More informationAdvanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd
Advanced Graphics Global Illumination 1 Alex Benton, University of Cambridge A.Benton@damtp.cam.ac.uk Supported in part by Google UK, Ltd What s wrong with raytracing? Soft shadows are expensive Shadows
More informationCS4670/5760: Computer Vision
CS4670/5760: Computer Vision Kavita Bala! Lecture 28: Photometric Stereo Thanks to ScoC Wehrwein Announcements PA 3 due at 1pm on Monday PA 4 out on Monday HW 2 out on weekend Next week: MVS, sfm Last
More informationInteractive Rendering of Globally Illuminated Glossy Scenes
Interactive Rendering of Globally Illuminated Glossy Scenes Wolfgang Stürzlinger, Rui Bastos Dept. of Computer Science, University of North Carolina at Chapel Hill {stuerzl bastos}@cs.unc.edu Abstract.
More informationToday. 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 informationThe 7d plenoptic function, indexing all light.
Previous Lecture The 7d plenoptic function, indexing all light. Lightfields: a 4d (not 5d!) data structure which captures all outgoing light from a region and permits reconstruction of arbitrary synthetic
More informationCS 5625 Lec 2: Shading Models
CS 5625 Lec 2: Shading Models Kavita Bala Spring 2013 Shading Models Chapter 7 Next few weeks Textures Graphics Pipeline Light Emission To compute images What are the light sources? Light Propagation Fog/Clear?
More informationMe Again! Peter Chapman. if it s important / time-sensitive
Me Again! Peter Chapman P.Chapman1@bradford.ac.uk pchapman86@gmail.com if it s important / time-sensitive Issues? Working on something specific? Need some direction? Don t hesitate to get in touch http://peter-chapman.co.uk/teaching
More informationLecture 7: Monte Carlo Rendering. MC Advantages
Lecture 7: Monte Carlo Rendering CS 6620, Spring 2009 Kavita Bala Computer Science Cornell University MC Advantages Convergence rate of O( ) Simple Sampling Point evaluation Can use black boxes General
More informationPractical Product Importance Sampling for Direct Illumination
Eurographics 2008 Practical Product Importance Sampling for Direct Illumination Petrik Clarberg Tomas Akenine-Möller Lund University Sweden This work was presented by Petrik Clarberg at Eurographics 2008
More informationRender all data necessary into textures Process textures to calculate final image
Screenspace Effects Introduction General idea: Render all data necessary into textures Process textures to calculate final image Achievable Effects: Glow/Bloom Depth of field Distortions High dynamic range
More informationGlobal Illumination The Game of Light Transport. Jian Huang
Global Illumination The Game of Light Transport Jian Huang Looking Back Ray-tracing and radiosity both computes global illumination Is there a more general methodology? It s a game of light transport.
More informationComputer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 2. Prof Emmanuel Agu
Computer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 2 Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Image Processing Graphics concerned
More informationGraphics and Interaction Rendering pipeline & object modelling
433-324 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 informationReview for Ray-tracing Algorithm and Hardware
Review for Ray-tracing Algorithm and Hardware Reporter: 邱敬捷博士候選人 Lan-Da 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 informationComputer 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 informationProject 3 Path Tracing
Project 3 Path Tracing CSE 168: Rendering Algorithms, Spring 2017 Description Add antialiasing and path tracing of diffuse surfaces and Fresnel metals to your renderer. Project 3 is due by 5:00 pm, Wednesday
More informationRay 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 informationDistribution Ray-Tracing. Programação 3D Simulação e Jogos
Distribution Ray-Tracing Programação 3D Simulação e Jogos Bibliography K. Suffern; Ray Tracing from the Ground Up, http://www.raytracegroundup.com Chapter 4, 5 for Anti-Aliasing Chapter 6 for Disc Sampling
More informationRay 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 informationLighting and Shading
Lighting and Shading Today: Local Illumination Solving the rendering equation is too expensive First do local illumination Then hack in reflections and shadows Local Shading: Notation light intensity in,
More information