Advanced Ray Tracing
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- Emery Clarke
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1 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
2 Ray Tree Draw the ray-tree to depth 3 for the following initial ray (boxes are solid plastic, sphere is glass): N Basic Ray Tracing: Notes Intersection calculations are expensive, and even more so for more complex objects Not currently suitable for real-time (i.e., games) Only global illumination effect is purely specular reflection/transmission No diffuse reflection from other objects! Still using ambient term One remedy is radiosity (slow, offline, precompute Ambient Occlusion Shadows have sharp edges, which is unrealistic want to soften (coming up) 2
3 Phong shading Ambient Occlusion 3
4 Ambient Occlusion Ambient Occlusion 4
5 Ambient Occlusion Ray Tracing: Improvements Image quality: Anti-aliasing Supersampling: Shoot multiple rays per pixel (grid or jittered) Adaptive: More rays in areas where image is changing more quickly Efficiency: Bounding extents Idea: Enclose complex objects in shapes (e.g., sphere, box) that are less expensive to test for intersection Comping up 5
6 Supersampling Rasterize at higher resolution Regular grid pattern around each normal image pixel Irregular jittered sampling pattern reduces artifacts Combine multiple samples into one pixel via weighted average Box filter: All samples associated with a pixel have equal weight (i.e., directly take their average) Gaussian/cone filter: Sample weights inversely proportional to distance from associated pixel Regular supersampling Jittered with 2x supersampling frequency from Hill Adaptive Supersampling (Whitted s method) Shoot rays through 4 pixel corners and collect colors Provisional color for entire pixel is average of corner contributions If you stop here, the only overhead vs. center-of-pixel ray-tracing is another row, column of rays If any corner s color is too different, subdivide pixel into quadrants and recurse on quadrants from Hill 6
7 Adaptive Supersampling: Details surface OK Must subdivide Ray-tracing Acceleration Motivation Distribution Ray Tracing Soft shadows Antialiasing (getting rid of jaggies) Glossy reflection Motion blur Depth of field (focus) Bounding Boxes Spatial Acceleration Data Structures Flattening the Transformation Hierarchy 7
8 Shadows one shadow ray per intersection per point light source no shadow rays one shadow ray Shadows & Light Sources clear bulb frosted bulb 8
9 Soft Shadows Multiple shadow rays to sample area light source Distribute rays over an interval light source one shadow ray lots of shadow rays Antialiasing Supersampling Multiple rays per pixel Distribute rays over an interval multiple rays per pixel point light jaggies w/ antialiasing area light 9
10 Reflection one reflection ray per intersection θ θ perfect mirror Glossy Reflection multiple reflection rays Distribute rays over an interval multiple reflection rays Justin Legakis θ θ polished surface 10
11 Motion Blur Sample objects temporally Distribute rays over an interval time Rob Cook Depth of Field Distribute rays over an interval - lens area film focal length Justin Legakis 11
12 Ray Tracing Algorithm Analysis Ray casting Lots of primitives Recursive Distributed Ray Tracing Effects Soft shadows Anti-aliasing Glossy reflection Motion blur Depth of field cost height * width * num primitives * intersection cost * size of recursive ray tree * num shadow rays * num supersamples * num glossy rays * num temporal samples * num focal samples *... can we reduce this? Ray-Tracing Taxonomy by James Arvo and David Kirk 12
13 Ray-tracing Acceleration Motivation Distribution Ray Tracing Bounding Boxes of each primitive of groups of transformed primitives Spatial Acceleration Data Structures Flattening the Transformation Hierarchy Acceleration of Ray Casting Goal: Reduce the number of ray/primitive intersections 13
14 Conservative Bounding Region First check for an intersection with a conservative bounding region Early reject Conservative Bounding Regions tight avoid false positives bounding sphere fast to intersect non-aligned bounding box axis-aligned bounding box arbitrary convex region (bounding half-spaces) 14
15 Intersection with Axis-Aligned Box t far t 2y t 2x y=y2 For all 3 axes, calculate the intersection distances t 1 and t 2 t near = max (t 1x, t 1y, t 1z ) t far = min (t 2x, t 2y, t 2z ) If t near > t far, box is missed t 1y t near t 1x x=x1 y=y1 x=x2 If t far < t min, box is behind If box survived tests, report intersection at t near Bounding Box of a Triangle (x 1, y 1, z 1 ) (x 0, y 0, z 0 ) (x max, y max, z max ) = (max(x 0,x 1,x 2 ), max(y 0,y 1,y 2 ), max(z 0,z 1,z 2 )) (x min, y min, z min ) (x 2, y 2, z 2 ) = (min(x 0,x 1,x 2 ), min(y 0,y 1,y 2 ), min(z 0,z 1,z 2 )) 15
16 Bounding Box of a Sphere r (x max, y max, z max ) = (x+r, y+r, z+r) (x, y, z) (x min, y min, z min ) = (x-r, y-r, z-r) Bounding Box of a Plane (x max, y max, z max ) = (+, +, + )* ax + by + cz = d n = (a, b, c) (x min, y min, z min ) = (-, -, - )* * unless n is exactly perpendicular to an axis 16
17 Bounding Box of a Group (x max_a, y max_a, z max_a ) (x max_b, y max_b, z max_b ) (x max, y max, z max ) = (max(x max_a,x max_b ), max(y max_a,y max_b ), max(z max_a,z max_b )) (x min_b, y min_b, z min_b ) (x min_a, y min_a, z min_a ) (x min, y min, z min ) = (min(x min_a,x min_b ), min(y min_a,y min_b ), min(z min_a,z min_b )) Bounding Box of a Transform (x max, y max, z max ) (x' max, y' max, z' max ) = (max(x 0,x 1,x 2,x 3,x 4,x 5,x 6,x 7 ), max(y 0,y 1,y 2,y 3,y 4,x 5,x 6,x 7 ), max(z 0,z 1,z 2,z 3,z 4,x 5,x 6,x 7 )) M (x 3,y 3,z 3 ) = M (x max,y max,z min ) (x 2,y 2,z 2 ) = M (x min,y max,z min ) (x 1,y 1,z 1 ) = M (x max,y min,z min ) (x min, y min, z min ) (x' min, y' min, z' min ) = (min(x 0,x 1,x 2,x 3,x 4,x 5,x 6,x 7 ), min(y 0,y 1,y 2,y 3,y 4,x 5,x 6,x 7 ), min(z 0,z 1,z 2,z 3,z 4,x 5,x 6,x 7 )) (x 0,y 0,z 0 ) = M (x min,y min,z min ) 17
18 Special Case: Transformed Triangle Can we do better? M Special Case: Transformed Triangle (x 0, y 0, z 0 ) M (x' 0,y' 0,z' 0 ) = M (x 0,y 0,z 0 ) (x max, y max, z max ) = (max(x' 0,x' 1,x' 2 ), max(y' 0,y' 1,y' 2 ), max(z' 0,z' 1,z' 2 )) (x 1, y 1, z 1 ) (x' 1,y' 1,z' 1 ) = M (x 1,y 1,z 1 ) (x' 2,y' 2,z' 2 ) = M (x 2,y 2,z 2 ) (x 2, y 2, z 2 ) (x min, y min, z min ) = (min(x' 0,x' 1,x' 2 ), min(y' 0,y' 1,y' 2 ), min(z' 0,z' 1,z' 2 )) 18
19 Ray-tracing Acceleration Motivation Distribution Ray Tracing Bounding Boxes Spatial Acceleration Data Structures Regular Grid Adaptive Grids Hierarchical Bounding Volumes Flattening the Transformation Hierarchy Regular Grid 19
20 Create Grid Find bounding box of scene Choose grid resolution (n x, n y, n z ) grid x need not = grid y Cell (i, j) grid y grid x Insert Primitives into Grid Primitives that overlap multiple cells? Insert into multiple cells (use pointers) 20
21 For Each Cell Along a Ray Does the cell contain an intersection? Yes: return closest intersection No: continue Preventing Repeated Computation Perform the computation once, "mark" the object Don't re-intersect marked objects 21
22 Don't Return Distant Intersections If intersection t is not within the cell range, continue (there may be something closer) Which Cells Should We Examine? Should we intersect the ray with each voxel? No! we can do better! 22
23 Where Do We Start? Intersect ray with scene bounding box Ray origin may be inside the scene bounding box Cell (i, j) t next_y t next_x t min t next_y t min t next_x Is there a Pattern to Cell Crossings? Yes, the horizontal and vertical crossings have regular spacing dt x = grid x / dir x dir x dir y dt y = grid y / dir y grid y grid x 23
24 What's the Next Cell? if ( t next_x < t next_y ) i += sign x t min = t next_x Cell (i, j) Cell (i+1, j) t next_x += dt x else j += sign y t min = t next_y t min t next_x t next_y t next_y += dt y (dir x, dir y ) dt y dt x if (dir x > 0) sign x = 1 else sign x = -1 if (dir y > 0) sign y = 1 else sign y = -1 What's the Next Cell? 3DDDA Three Dimensional Digital Difference Analyzer Similar to Bresenham s Line Rasterization! 24
25 Pseudo-Code create grid insert primitives into grid for each ray r find initial cell c(i,j), t min, t next_x & t next_y compute dt x, dt y, sign x and sign y while c!= NULL for each primitive p in c intersect r with p if intersection in range found return c = find next cell Regular Grid Discussion Advantages? easy to construct easy to traverse Disadvantages? may be only sparsely filled geometry may still be clumped 25
26 Ray-tracing Acceleration Motivation Distribution Ray Tracing Bounding Boxes Spatial Acceleration Data Structures Regular Grid Adaptive Grids Hierarchical Bounding Volumes Flattening the Transformation Hierarchy Adaptive Grids Subdivide until each cell contains no more than n elements, or maximum depth d is reached Nested Grids Octree/(Quadtree) 26
27 Primitives in an Adaptive Grid Can live at intermediate levels, or be pushed to lowest level of grid Octree/(Quadtree) Adaptive Grid Discussion Advantages? grid complexity matches geometric density Disadvantages? more expensive to traverse (especially octree) 27
28 Ray-tracing Acceleration Motivation Distribution Ray Tracing Bounding Boxes Spatial Acceleration Data Structures Regular Grid Adaptive Grids Hierarchical Bounding Volumes Flattening the Transformation Hierarchy Bounding Volume Hierarchy Find bounding box of objects Split objects into two groups Recurse 28
29 Bounding Volume Hierarchy Find bounding box of objects Split objects into two groups Recurse Bounding Volume Hierarchy Find bounding box of objects Split objects into two groups Recurse 29
30 Bounding Volume Hierarchy Find bounding box of objects Split objects into two groups Recurse Bounding Volume Hierarchy Find bounding box of objects Split objects into two groups Recurse 30
31 Where to split objects? At midpoint OR Sort, and put half of the objects on each side OR Use modeling hierarchy Intersection with BVH Check sub-volume with closer intersection first 31
32 Intersection with BVH Don't return intersection immediately if the other subvolume may have a closer intersection Bounding Volume Hierarchy Discussion Advantages easy to construct easy to traverse binary Disadvantages may be difficult to choose a good split for a node poor split may result in minimal spatial pruning 32
33 Ray-tracing Acceleration Motivation Distribution Ray Tracing Bounding Boxes Spatial Acceleration Data Structures Flattening the Transformation Hierarchy Transformation Hierarchy group Group & Transformation hierarchy may not be a good spatial hierarchy transform A transform B transform C group transform transform D E Flatten transform A B group transform C D transform C E 33
34 Ray Marching Visualization sphere voxelization cells traversed primitive density entered faces Next time: ray-tracing at Pixar (or cancel class) 34
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