MONTE-CARLO PATH TRACING

Size: px
Start display at page:

Download "MONTE-CARLO PATH TRACING"

Transcription

1 CS580: Computer Graphics KAIST School of Computing Chapter 4 & 5 MOTE-CARLO PATH TRACIG 2

2 Shadow Rays by Hemisphere Sampling Directions Ψ i are generated over the hemisphere Ω, after which the nearest intersection point r(, Ψ i is found. If r(, Ψ i belongs to a light source, a contribution to the direct illumination estimator is recorded. 3 Shadow Rays by Global Area Sampling Since the self-emitted radiance equals 0 over surfaces that are not a light source, it is possible to write the integral as an integration over all surfaces in the scene. L direct ( Θ = Asources!"!!"! L e (y y fr (,Θ y G(, yv(, yday, 4 2

3 Environment Map Illumination Galileo s Tomb 5 Sampling Environment Maps The direct illumination of a surface point due to an environment map: ò Ldirect ( Q = Lmap ( Y fr (, Q«Y cos( Y, dw Y. W Self-shadow could occlude the incoming light toward : ò Ldirect ( Q = Lmap ( Y fr (, Q«Y V (, Y cos ( Y, dw Y. W An estimator using Monte Carlo integration: Lmap ( Yi fr (, Q«Yi V(, Yi cos( Yi, Ldirect ( Q = å = p( Y i i 6 3

4 Environment Map Lighting Issues: The integration domain of the direct illumination equation has a large etent, usually increasing variance. Tetured light source. The incoming radiance contains high frequencies or discontinuities, increasing variance and stochastic noise in the final image. Product of environment map and BRDF. The product of the high-frequency illumination and glossy and specular BRDF will contain very sharp peaks. 7 Importance Sampling for Direct Illumination Direct illumination map can be sampled using importance sampling, e.g., computing the cumulative distribution function and subsequently inverting it, storing it as a 2D LUT. BDRF sampling can be conducted after the sample directions have been chosen Sampling the product of both the illumination map and the BRDF can be conducted, e.g., Wavelet importance sampling. 8 4

5 Chapter 4 & 5 IDIRECT ILLUMIATIO 9 Direct + Indirect Illumination Let s see reflection in the rendering equation L ( Q = L( Q + L ( Q ; ò e L ( Q = L ( Y f (, Q«Ycos( Y, dw, r W r ò r L ( Q = Lr ((, Y -Y f (, Q«Ycos( Y, dw. r W r Rewrite L(r(,Ψ Ψ as a sum of self-emitted (direct and reflected (indirect radiance r(,ψ at : L( Q = L( r (, Y -Y f(, Q «Ycos( Y, dw + r W e r ò W L( r (, Y -Y f(, Q «Ycos( Y, dw = L ( Q + L ( Q direct ò r r indirect 0 Y Y Y Y 5

6 Indirect Illumination The indirect illumination contribution to is epressed as: L( Θ ò Lindire ct ( Q = Lr ((, ry -Y fr (, Q«Ycos( Y, dw Y. W Estimator for indirect illumination: L indirect Lr ((, ry i -Yi fr(, Q«Yicos( Yi, ( Q = å. = p( Y i We need to evaluate the reflected radiance L r (r(,ψ i Ψ i at the closest intersection point r(,ψ i i Indirect Illumination Russian roulette can be used for stopping the recursive evaluation. local hemispherical reflectance is used as an appropriate absorption probability. 2 6

7 Indirect Illumination Pseudo code: // direct illumination from a single light source // for a surface point, direction theta indirectillumination (, theta estimateradiance = 0; if (no absorption for all indirect paths sample direction psi on hemisphere; y = trace(, psi; estimatedradiance += computeradiance(y, -psi * BRDF * cos(, psi / pdf(psi; estimatedradiance = estimatedradiance / #paths; return(estimatedradiance/(-absorption; computeradiance(,dir estimatedradiance = Le(, dir; estimatedradiance += directillumination(, dir; estimatedradiance += indirectillumination(, dir; return(transfer; 3 Importance Sampling for Indirect Illum. Simplest choice for p(ψ is a uniform PDF: p(ψ = 2π However, uniform sampling over the hemisphere does not take into account any knowledge, we might have about the integrand in the indirect illumination integral. The cosine factor: cos(ψ i, The BRDF: f r (,Θ Ψ i The incident radiance field: L r (r(,ψ i Ψ i A combination of any of the above 4 7

8 Recap: Cosine sampling A cosine weighting factor arises in the rendering equation; therefore, it is often useful to sample the hemisphere to compute radiance using a cosine PDF. The hemisphere can be sampled such that the samples are weighted by the cosine term. The PDF is cos( q p( qf, = p 5 Recap: Cosine sampling Its CDF is computed as: F = cos qdw ; p ò f q F( qf, = cos q'sin q' dq' df' p òò 0 0 f q = df' cos q'sin q' dq' p ò0 ò0 f 2 q = (-cos q '/ 2 p 0 f 2 = (- cos q 2p 6 8

9 Recap: Cosine sampling The CDF, with respect to f and q functions, is separable: f 2 Ff =, Fq = - cos q p Therefore, we compute two uniformly distributed samples u and u 2 : - fi = 2 pu, qi = cos u2 Where -u is replaced by u 2, since the uniform random variables lie in the domain [0,. These f i and q i values are distributed, according to the cosine PDF. 7 Recap: Phong vs. Blinn-Phong BRDF Phong model uses V and R, instead of and H f r = ρ π + k (V Rα s 8 9

10 otation mapping Original Phong model (in the previous slides f r = ρ π + k (V Rα s θ Modified Phong BRDF (in the net slides: f r (,Θ Ψ = k d + k s cos n (Ψ,Θ s Cos angles are same: V, R = Ψ,Θ s Θ s θ 9 Modified Phong BRDF Sampling Diffuse BRDF estimator: ò Lindirect ( Q = L( Y fr (, Y Q cos(, Y dw Y W Modified Phong BRDF: n fr(, Q«Y = kd + k s cos ( YQ, s where Θ s is the perfect specular direction of Θ, relative to. 20 0

11 Modified Phong BRDF Sampling Modified Phong BRDF: f r (,Ψ Θ = f r,d (,Ψ Θ + f r,s (,Ψ Θ = k d + k s cos n (Θ s,ψ = ρ d π + ρ (n + 2 s 2π cos n (Θ s,ψ 2 Modified Phong BRDF Sampling Modified Phong BRDF: L ( Q = L ( Q + L ( Q indirect diffuse specular L ( Q = L( r (, Y -Y k cos( Y, dw indirect W r d L L diffuse specular ò n + L((, ry -Y k cos ( YQ, cos( Y, dw W ( Q = ( Q = r ò å i= å i= s s L ( Yi kd cos(, Yi p ( Y Random direction on unit hemisphere, proportional to cosine lobe around normal i n L ( Yi kscos ( YQ, s cos( Yi, p ( Y 2 i Y Y 22

12 Modified Phong BRDF Sampling Diffuse reflection estimator: L indirect ( Θ = i= cosq cos(, Y PDF = p( Y = = p p rd BRDF = fr(, Y«Q = kd = p L( Ψ i f r (,Ψ Θcos(,Ψ i p(ψ i 23 Modified Phong BRDF Sampling Diffuse reflection estimator: L indirect L ( Yi fr(, Y Qcos(, Yi ( Q = å i= p( Yi ærd ö L ( Yi cos(, i ç Y p = è ø å cos(, i= Yi p rd = å L ( Yi i= 24 2

13 Modified Phong BRDF Sampling Specular reflection estimator: L specular n L ( Yi ks cos ( Y, Qscos( Yi, ( Q = å = p ( Y i 2 i with k s = ρ s n + 2 2π ; PDF = p 2 (Ψ i = n + 2π cosn (Ψ,Θ s 25 Modified Phong BRDF Sampling Specular reflection estimator: L specular ( Q = å i= n L ( Yi ks cos ( Y, Qs cos( Yi, p ( Y æ n + 2 ö n L ( Y cos (, cos(, i ç rs Y Qs Yi 2p = è ø å i= æn + ö cos n ç ( YQ, s è 2p ø æn + 2 ö = åç rsl ( Yicos( Yi, i= è n + ø æn + 2 ö = rs ç å L ( Yicos( Yi, è n + ø i= n + 2 with k PDF = p 2 (Ψ i = n + s = ρ s 2π cosn (Ψ,Θ s 2π ; 2 i 26 3

14 Modified Phong BRDF Sampling The final estimator for a sampled direction Ψ i is then equal to: L indirect ( Θ = L r ( Ψ i k d cos(ψ i, q p (Ψ i L r ( Ψ i k s cos n (Ψ i,θ s cos(ψ i, q 2 p 2 (Ψ i if event (diffuse if event 2 (specular 0 if event 3 (absoption Consider the direction as part of a single distribution. L indirect ( Θ = L r (r(,ψ i Ψ i (k d + k s cos n (Ψ i,θ s cos(ψ i, i= q p (Ψ i + q 2 p 2 (Ψ i with q = πk d, q 2 = 2π n + 2 k s 27 Modified Phong BRDF Sampling Reflectance only estimator: ρ( Θ = f r (,Ψ Θcos(,Ψdω Ψ Ω f r (,Ψ Θ = f r,d (,Ψ Θ + f r,s (,Ψ Θ = k d + k s cos n (Θ s,ψ = ρ d π + ρ (n + 2 s cos n (Θ 2π s,ψ Energy convervation: ρ d + ρ s ρ d = πk d, ρ s = 2π n + 2 k s remember f r (,Ψ Θ = dl( Θ de( Ψ = dl( Θ L( Ψcos(,Ψdω Ψ 28 4

15 Modified Phong BRDF Sampling Reflectance only estimator: ò r( Q = f (, Y Qcos(, Y dw W r ærd rs( n + 2 cos n ö = ò ( s, cos(, dw W ç + Q Y Y Y è p 2p ø ærd ö ærs( n + 2 n ö = ò cos(, dw cos ( s, cos(, dw W ç Y Y + p òw ç Q Y Y Y è ø è 2p ø rd æn + 2 ö n = cos(, dwy rs cos ( s, cos(, dwy p ò Y + W ç Q Y Y 2p òw è ø = r + r ( Q d s Y 29 Modified Phong BRDF Sampling If a PDF is the Phong lobe, r( Q = r + r ( Q d s æn + 2 ö n = rd + rsç cos ( Qs, Ycos(, Y dwy 2p òw è ø n æn + 2ö cos ( Qs, Ycos(, Y = rd + rsç å è 2 p ø i= p ( PDF(Θ = n + 2 cosn (Θ s,ψ p( = n + 2π cosn (Θ s,ψ n = n 2 cos ( s, cos(, r + æ d rs ç + ö 2p Q Y Y å è ø n + i= n cos ( Qs, Y 2p æn + 2öæ 2p ö = r + r ç ç è 2p øèn+ ø cos(, Y d s i= æn + 2ö = rd + rsç åcos(, Y è n+ ø i= å * Reading Lafortune and Willem s Using the Modified Phong Reflectance Model for Physicallybased Rendering will help. 30 5

16 Eample: Glossy Rendering 3 Eample: Glossy Rendering 32 6

17 Eample: Glossy Rendering 33 Area Sampling Indirect illumination as an integral over all surfaces in the scene L indirect ( Θ = Ascene Estimator using a PDF p(y L indirect ( Θ =!"!!"! L r (y y fr (,Θ y G(, yv(, yday. i=!"!!"! L r (y y fr (,Θ y G(, yv(, y p(y i Sampling area needs to evaluate the visibility function V( as part of the estimator. Putting the visibility in the estimator increases the variance for an equal number of samples. 34 7

18 Issues Direct illumination The total number of shadow rays d cast from each point. How a single light source is selected from among all the available light sources for each shadow ray. The distribution of the shadow ray over the area of a single light source. Indirect illumination umber of indirect illumination rays i distributed over the hemisphere Ω Eact distribution of these rays over the hemisphere (uniform, cosine, Absorption probabilities for Russian roulette in order to stop the recursion. 35 Pseudo codes // global illumination algorithm // stochastic ray tracing computeimage(eye for each piel radiance = 0; H = integral(h(p; for each sample // p viewing rays pick sample point p within support of h; construct ray at eye, direction p-eye; radiance = radiance + rad(ray * h(p; radiance = radiance / (#samples * H; ray(ray find closest intersection point of ray with scene; return(le(,eye- + computeradiance(, eye-; computeradiance(, dir estimateradiance += directillumination(, dir; estimateradiance += indirectillumination(, dir; return(estimatedradiance; 36 8

19 Pseudo codes directillumination(, theta estimatedradiance = 0; for all shadow rays // d shadow rays select light source k; sample point y on light source k; estimated radiance += Le * BRDF * radiancetransfer(,y/(pdf(kpdf(y k; estimatedradiance = estimatedradiance / #paths; return(estimatedradiance; indirectillumination(,theta estimatedradiance = 0; if (no absorption // Russian roulette for all indirect paths // i indirect rays sample direction psi on hemisphere; y = trace(, psi; estimatedradiance += compute_radiance(y, -psi * BRDF * cos(,psi/pdf(psi; estimatedradiance = estimatedradiance / #paths; return(estimatedradiance/(-absorption; 37 Area Light Sampling Indirect illumination as: L indirect ( Θ =!"!!"! L r (y y fr (,Θ y G(, yv(, yday. Ascene Estimator using a PDF p(y: L indirect ( Θ = G(, y i = cosα cosα y i r y 2 i=!!"!!" L r (y i y i fr (,Θ y i G(, yi V(, y i p(y i = cos(,! y!! "!!" i cos( y,y i. 2 r y α i r α j da j da i 38 9

20 Spherical Light Sampling Samples the sphere over the solid angle as seen from a point Find direction toward sphere in polar coordinates: θ ' φ ' arccos ξ + ξ 2 = 2πξ 2 r c 2 c + 2r cos(2πξ 2 ξ ( ξ where ' = c y + 2r sin(2πξ 2 ξ ( ξ c z + r( 2ξ Reference: Section 3.2 Sampling Spherical Luminaries in "Monte Carlo Techniques for Direct Lighting Calculations," ACM Transactions on Graphics, Spherical Light Sampling Transform local to world coordinates with U, V,. Find intersection points ( : PDF(' = ( ˆω ' ˆn'!!!! 2! " 2π ' r - c 2 Reference: Section 3.2 Sampling Spherical Luminaries in "Monte Carlo Techniques for Direct Lighting Calculations," ACM Transactions on Graphics,

21 Polygon Light Sampling Sampling rectangular luminaries The uniform random sampled are given by:!! ' = 0 + ξ v + ξ PDF(' = / 2 v2 v! v! 2 Sampling triangular luminaries Use barycentric coordinates of triangles The uniform random sampled are given by:!!!!!!! "!!!!!!! " ' = p 0 + ξ 2 ξ (p p 0 + ( ξ (p 2 p 0 Reference: Section 3.2 Sampling Spherical Luminaries in "Monte Carlo Techniques for Direct Lighting Calculations," ACM Transactions on Graphics, 996 PDF(' = 2 /! v! v 2 4 Pseudo codes radiancetransfer(,y transfer = G(,y*V(,y; return(transfer; 42 2

22 Results 43 Results 44 22

23 Results 45 23

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm The Rendering Equation Philip Dutré Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm 1 Overview Rendering Equation Path tracing Path Formulation Various

More information

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing Advanced Computer Graphics (Spring 2013) CS 283, Lecture 11: Monte Carlo Path Tracing Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Motivation General solution to rendering and global illumination

More information

MULTI-DIMENSIONAL MONTE CARLO INTEGRATION

MULTI-DIMENSIONAL MONTE CARLO INTEGRATION CS580: Computer Graphics KAIST School of Computing Chapter 3 MULTI-DIMENSIONAL MONTE CARLO INTEGRATION 2 1 Monte Carlo Integration This describes a simple technique for the numerical evaluation of integrals

More information

Lecture 7: Monte Carlo Rendering. MC Advantages

Lecture 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 information

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283 Acknowledgements and many slides courtesy: Thomas Funkhouser, Szymon

More information

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662 Monte Carlo Ray Tracing Computer Graphics CMU 15-462/15-662 TODAY: Monte Carlo Ray Tracing How do we render a photorealistic image? Put together many of the ideas we ve studied: - color - materials - radiometry

More information

The Rendering Equation and Path Tracing

The Rendering Equation and Path Tracing The Rendering Equation and Path Tracing Louis Feng April 22, 2004 April 21, 2004 Realistic Image Synthesis (Spring 2004) 1 Topics The rendering equation Original form Meaning of the terms Integration Path

More information

Stochastic Path Tracing and Image-based lighting

Stochastic Path Tracing and Image-based lighting EDA101 : Advanced Shading and Rendering Stochastic Path Tracing and Image-based lighting Michael Doggett 2008 Tomas Akenine-Möller 1 This is what we want: Courtesy of Henrik Wann Jensen Courtesy of Paul

More information

Assignment 3: Path tracing

Assignment 3: Path tracing Assignment 3: Path tracing EDAN30 April 2, 2011 In this assignment you will be asked to extend your ray tracer to support path tracing. In order to pass the assignment you need to complete all tasks. Make

More information

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination

Raytracing & 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 information

Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map

Part I The Basic Algorithm. Principles of Photon Mapping. A two-pass global illumination method Pass I Computing the photon map Part I The Basic Algorithm 1 Principles of A two-pass global illumination method Pass I Computing the photon map A rough representation of the lighting in the scene Pass II rendering Regular (distributed)

More information

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays

More information

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Path Tracing part 2 Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017 Monte Carlo Integration Monte Carlo Integration The rendering (& radiance) equation is an infinitely recursive integral

More information

Realistic Image Synthesis

Realistic Image Synthesis Realistic Image Synthesis - BRDFs and Direct ighting - Philipp Slusalle Karol Myszowsi Gurprit Singh Realistic Image Synthesis SS8 BRDFs and Direct ighting Importance Sampling Example Example: Generate

More information

The Rendering Equation. Computer Graphics CMU /15-662

The Rendering Equation. Computer Graphics CMU /15-662 The Rendering Equation Computer Graphics CMU 15-462/15-662 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area perpendicular

More information

MIT Monte-Carlo Ray Tracing. MIT EECS 6.837, Cutler and Durand 1

MIT 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 information

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016 The Rendering Equation Computer Graphics CMU 15-462/15-662, Fall 2016 Review: What is radiance? Radiance at point p in direction N is radiant energy ( #hits ) per unit time, per solid angle, per unit area

More information

Lecture 7 - Path Tracing

Lecture 7 - Path Tracing INFOMAGR Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 7 - I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Welcome! Today s Agenda: Introduction Advanced Graphics 3 Introduction

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

Glossy Reflection. Objectives Modeling

Glossy Reflection. Objectives Modeling 25 Glossy Reflection 25.1 Modeling 25.2 Implementation 25.3 Results Objectives By the end of this chapter, you should: understand what glossy reflection is; understand how it can be modeled in ray tracing;

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2015 - Lecture 10: Ground Truth Welcome! Today s Agenda: Limitations of Whitted-style Ray Tracing Monte Carlo Path Tracing INFOGR Lecture 10 Ground Truth

More information

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

To 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 information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. 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 information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

CS 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 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 information

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing Sampling and Reconstruction of Visual Appearance CSE 274 [Winter 2018], Lecture 4 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Key application area for sampling/reconstruction Core method

More information

Monte Carlo Integration of The Rendering Equation. Computer Graphics CMU /15-662, Spring 2017

Monte Carlo Integration of The Rendering Equation. Computer Graphics CMU /15-662, Spring 2017 Monte Carlo Integration of The Rendering Equation Computer Graphics CMU 15-462/15-662, Spring 2017 Review: Monte Carlo integration Z b Definite integral What we seek to estimate a f(x)dx Random variables

More information

Rendering Equation & Monte Carlo Path Tracing I

Rendering Equation & Monte Carlo Path Tracing I Rendering Equation & Monte Carlo Path Tracing I CS295, Spring 2017 Shuang Zhao Computer Science Department University of California, Irvine CS295, Spring 2017 Shuang Zhao 1 Announcements Homework 1 due

More information

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz Outline Jan Kautz Basic terms in radiometry Radiance Reflectance The operator form of the radiance equation Meaning of the operator form Approximations to the radiance equation 2005 Mel Slater, 2006 Céline

More information

Global Illumination The Game of Light Transport. Jian Huang

Global 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 information

13 Distribution Ray Tracing

13 Distribution Ray Tracing 13 In (hereafter abbreviated as DRT ), our goal is to render a scene as accurately as possible. Whereas Basic Ray Tracing computed a very crude approximation to radiance at a point, in DRT we will attempt

More information

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate?

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate? Monte-Carlo Ray Tracing Antialiasing & integration So far, Antialiasing as signal processing Now, Antialiasing as integration Complementary yet not always the same in particular for jittered sampling Image

More information

Introduction to Ray-tracing Objectives

Introduction to Ray-tracing Objectives Introduction to Ray-tracing Objectives Define ray-tracing as a means of rendering Ray-tracing for spheres Combining with shading model An algorithm framework 2 1 Light vs. Rendering 3 (Local) Ray-tracing

More information

Monte Carlo Ray-tracing and Rendering

Monte Carlo Ray-tracing and Rendering ITN, Norrko ping February 3, 2012 Monte Carlo Ray-tracing and Rendering P ROJECT IN A DVANCED G LOBAL I LLUMINATION AND R ENDERING TNCG15 Authors: Henrik Ba cklund Niklas Neijman Contact: henba892@student.liu.se

More information

CSE 681 Illumination and Phong Shading

CSE 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 information

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture.

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture. Sampling and Reconstruction of Visual Appearance CSE 74 [Winter 8], Lecture 3 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation: Monte Carlo Rendering Key application area for sampling/reconstruction

More information

CS5620 Intro to Computer Graphics

CS5620 Intro to Computer Graphics So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading

More information

Lecture 12: Photon Mapping. Biased Methods

Lecture 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 information

Improved Radiance Gradient Computation

Improved Radiance Gradient Computation Improved Radiance Gradient Computation Jaroslav Křivánek Pascal Gautron Kadi Bouatouch Sumanta Pattanaik Czech Technical University New gradients Gradients by [Křivánek et al. 2005] Figure 1: Right: The

More information

Photon Maps. The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces)

Photon Maps. The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces) Photon Mapping 1/36 Photon Maps The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces) As opposed to the radiosity method that stores information on surface

More information

Photon Mapping. Kadi Bouatouch IRISA

Photon Mapping. Kadi Bouatouch IRISA Kadi Bouatouch IRISA Email: kadi@irisa.fr 1 Photon emission and transport 2 Photon caching 3 Spatial data structure for fast access 4 Radiance estimation 5 Kd-tree Balanced Binary Tree When a splitting

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 10: Shading Models Welcome! Today s Agenda: Introduction Light Transport Materials Sensors Shading INFOGR Lecture 10 Shading Models 3 Introduction

More information

Illumination & Shading

Illumination & Shading Illumination & Shading Goals Introduce the types of light-material interactions Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware Why we need Illumination

More information

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping

Advanced Graphics. Path Tracing and Photon Mapping Part 2. Path Tracing and Photon Mapping Advanced Graphics Path Tracing and Photon Mapping Part 2 Path Tracing and Photon Mapping Importance Sampling Combine importance sampling techniques Reflectance function (diffuse + specular) Light source

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

Spherical Harmonic Lighting: The Gritty Details Robin Green

Spherical Harmonic Lighting: The Gritty Details Robin Green Spherical Harmonic Lighting: The Gritty Details Robin Green R&D Programmer Sony Computer Entertainment America What This Talk Is About Advanced Lecture Explicit equations will be shown This talk is one

More information

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. 11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives

More information

Shading I Computer Graphics I, Fall 2008

Shading I Computer Graphics I, Fall 2008 Shading I 1 Objectives Learn to shade objects ==> images appear threedimensional Introduce types of light-material interactions Build simple reflection model Phong model Can be used with real time graphics

More information

Biased Monte Carlo Ray Tracing

Biased Monte Carlo Ray Tracing Biased Monte Carlo Ray Tracing Filtering, Irradiance Caching, and Photon Mapping Henrik Wann Jensen Stanford University May 23, 2002 Unbiased and Consistent Unbiased estimator: E{X} =... Consistent estimator:

More information

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth Paths, diffuse interreflections, caching and radiometry D.A. Forsyth How we got here We want to render diffuse interreflections strategy: compute approximation B-hat, then gather B = E +(ρk)e +(ρk)( ˆB

More information

Skylight to enhance outdoor scenes Real-Time Graphics. The atmosphere. Rayleigh scattering. Jeppe Revall Frisvad.

Skylight to enhance outdoor scenes Real-Time Graphics. The atmosphere. Rayleigh scattering. Jeppe Revall Frisvad. Skylight to enhance outdoor scenes 02564 Real-Time Graphics Skylight and irradiance environment maps Jeppe Revall Frisvad March 2016 Esplanade, Saint Clair, Dunedin, New ealand: -45.9121, 170.4893 The

More information

6. Illumination, Lighting

6. Illumination, Lighting Jorg s Graphics Lecture Notes 6. Illumination, Lighting 1 6. Illumination, Lighting No ray tracing in OpenGL! ray tracing: direct paths COP interreflection: soft shadows, color bleeding. umbra, penumbra,

More information

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] 1 Global Illumination

More information

Sung-Eui Yoon ( 윤성의 )

Sung-Eui Yoon ( 윤성의 ) CS380: Computer Graphics Illumination and Shading Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg/ Course Objectives (Ch. 10) Know how to consider lights during rendering models

More information

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface. Lighting and Photometric Stereo CSE252A Lecture 7 Announcement Read Chapter 2 of Forsyth & Ponce Might find section 12.1.3 of Forsyth & Ponce useful. HW Problem Emitted radiance in direction f r for incident

More information

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008) Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Radiance Power per unit projected area perpendicular to the ray per unit solid angle in

More information

INFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome!

INFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome! INFOMAGR Advanced Graphics Jacco Bikker - February April 2016 Welcome! I x, x = g(x, x ) ε x, x + S ρ x, x, x I x, x dx Today s Agenda: Introduction Stratification Next Event Estimation Importance Sampling

More information

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection Advanced Computer Graphics CSE 163 [Spring 017], Lecture 11 Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir To Do Assignment due May 19 Should already be well on way. Contact us for difficulties etc. This

More information

Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model

Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Computer Graphics (CS 543) Lecture 7b: Intro to lighting, Shading and Materials + Phong Lighting Model Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 phsicall-based rendering snthesis algorithms that compute images b simulation the phsical behavior of light computer graphics

More information

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport

More information

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Lecture 15: Shading-I. CITS3003 Graphics & Animation Lecture 15: Shading-I CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Learn that with appropriate shading so objects appear as threedimensional

More information

Illumination. Illumination CMSC 435/634

Illumination. Illumination CMSC 435/634 Illumination CMSC 435/634 Illumination Interpolation Illumination Illumination Interpolation Illumination Illumination Effect of light on objects Mostly look just at intensity Apply to each color channel

More information

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport

More information

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm Comuter Grahics Global Illumination: Monte-Carlo Ray Tracing and Photon Maing Lecture 11 In the last lecture We did ray tracing and radiosity Ray tracing is good to render secular objects but cannot handle

More information

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 480 Computer Graphics Lecture 18 Global Illumination BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch. 13.4-13.5] March 28, 2012 Jernej Barbic University of Southern California

More information

Local vs. Global Illumination & Radiosity

Local 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 information

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012) Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry http://inst.eecs.berkeley.edu/~cs184 Overview Lighting and shading key in computer graphics HW 2 etc. ad-hoc shading models,

More information

Ambien Occlusion. Lighting: Ambient Light Sources. Lighting: Ambient Light Sources. Summary

Ambien Occlusion. Lighting: Ambient Light Sources. Lighting: Ambient Light Sources. Summary Summary Ambien Occlusion Kadi Bouatouch IRISA Email: kadi@irisa.fr 1. Lighting 2. Definition 3. Computing the ambient occlusion 4. Ambient occlusion fields 5. Dynamic ambient occlusion 1 2 Lighting: Ambient

More information

Choosing the Right Algorithm & Guiding

Choosing the Right Algorithm & Guiding Choosing the Right Algorithm & Guiding PHILIPP SLUSALLEK & PASCAL GRITTMANN Topics for Today What does an implementation of a high-performance renderer look like? Review of algorithms which to choose 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

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows.

Global Illumination. Global Illumination. Direct Illumination vs. Global Illumination. Indirect Illumination. Soft Shadows. CSCI 420 Computer Graphics Lecture 18 Global Illumination Jernej Barbic University of Southern California BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Angel Ch. 11] 1 Global Illumination

More information

The Rendering Equation & Monte Carlo Ray Tracing

The 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 information

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao GAMES Webinar: Rendering Tutorial 2 Monte Carlo Methods Shuang Zhao Assistant Professor Computer Science Department University of California, Irvine GAMES Webinar Shuang Zhao 1 Outline 1. Monte Carlo integration

More information

CS-184: Computer Graphics. Today. Lecture 22: Radiometry! James O Brien University of California, Berkeley! V2014-S

CS-184: Computer Graphics. Today. Lecture 22: Radiometry! James O Brien University of California, Berkeley! V2014-S CS-184: Computer Graphics Lecture 22: Radiometry James O Brien University of California, Berkeley V2014-S-15-1.0 Today Radiometry: measuring light Local Illumination and Raytracing were discussed in an

More information

Illumination in Computer Graphics

Illumination in Computer Graphics Illumination in Computer Graphics Ann McNamara Illumination in Computer Graphics Definition of light sources. Analysis of interaction between light and objects in a scene. Rendering images that are faithful

More information

Raytracing. COSC 4328/5327 Scott A. King

Raytracing. COSC 4328/5327 Scott A. King Raytracing COSC 4328/5327 Scott A. King Basic Ray Casting Method pixels in screen Shoot ray p from the eye through the pixel. Find closest ray-object intersection. Get color at intersection Basic Ray Casting

More information

Global Illumination with Glossy Surfaces

Global Illumination with Glossy Surfaces Global Illumination with Glossy Surfaces Wolfgang Stürzlinger GUP, Johannes Kepler Universität, Altenbergerstr.69, A-4040 Linz, Austria/Europe wrzl@gup.uni-linz.ac.at Abstract Photorealistic rendering

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

Reflection models and radiometry Advanced Graphics

Reflection models and radiometry Advanced Graphics Reflection models and radiometry Advanced Graphics Rafał Mantiuk Computer Laboratory, University of Cambridge Applications To render realistic looking materials Applications also in computer vision, optical

More information

Practical Product Importance Sampling for Direct Illumination

Practical 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 information

Monte Carlo Integration

Monte Carlo Integration Lecture 15: Monte Carlo Integration Computer Graphics and Imaging UC Berkeley Reminder: Quadrature-Based Numerical Integration f(x) Z b a f(x)dx x 0 = a x 1 x 2 x 3 x 4 = b E.g. trapezoidal rule - estimate

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering 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 information

Introduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading)

Introduction Rasterization Z-buffering Shading. Graphics 2012/2013, 4th quarter. Lecture 09: graphics pipeline (rasterization and shading) Lecture 9 Graphics pipeline (rasterization and shading) Graphics pipeline - part 1 (recap) Perspective projection by matrix multiplication: x pixel y pixel z canonical 1 x = M vpm per M cam y z 1 This

More information

Reusing Shading for Interactive Global Illumination GDC 2004

Reusing 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 information

Comp 410/510 Computer Graphics. Spring Shading

Comp 410/510 Computer Graphics. Spring Shading Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather

More information

A Brief Overview of. Global Illumination. Thomas Larsson, Afshin Ameri Mälardalen University

A 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 information

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations COMPUTER GRAPHICS COURSE LuxRender Light Transport Foundations Georgios Papaioannou - 2015 Light Transport Light is emitted at the light sources and scattered around a 3D environment in a practically infinite

More information

Assignment #2. (Due date: 11/6/2012)

Assignment #2. (Due date: 11/6/2012) Computer Vision I CSE 252a, Fall 2012 David Kriegman Assignment #2 (Due date: 11/6/2012) Name: Student ID: Email: Problem 1 [1 pts] Calculate the number of steradians contained in a spherical wedge with

More information

Sources, shadows and shading

Sources, shadows and shading Sources, shadows and shading But how bright (or what colour) are objects? One more definition: Exitance of a source is the internally generated power radiated per unit area on the radiating surface similar

More information

Reflection and Shading

Reflection and Shading Reflection and Shading R. J. Renka Department of Computer Science & Engineering University of North Texas 10/19/2015 Light Sources Realistic rendering requires that we model the interaction between light

More information

And if that 120MP Camera was cool

And if that 120MP Camera was cool Reflectance, Lights and on to photometric stereo CSE 252A Lecture 7 And if that 120MP Camera was cool Large Synoptic Survey Telescope 3.2Gigapixel camera 189 CCD s, each with 16 megapixels Pixels are 10µm

More information

Monte Carlo Integration

Monte Carlo Integration Lecture 11: Monte Carlo Integration Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 Reminder: Quadrature-Based Numerical Integration f(x) Z b a f(x)dx x 0 = a x 1 x 2 x 3 x 4 = b E.g.

More information

Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1)

Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1) Computer Graphics (CS 4731) Lecture 16: Lighting, Shading and Materials (Part 1) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Why do we need Lighting & shading? Sphere

More information

Importance Sampling Spherical Harmonics

Importance Sampling Spherical Harmonics Importance Sampling Spherical Harmonics Wojciech Jarosz 1,2 Nathan A. Carr 2 Henrik Wann Jensen 1 1 University of California, San Diego 2 Adobe Systems Incorporated April 2, 2009 Spherical Harmonic Sampling

More information

Illumination and Shading

Illumination and Shading Illumination and Shading Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/14/07 1 From last time Texture mapping overview notation wrapping Perspective-correct interpolation Texture

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

Biased Monte Carlo Ray Tracing:

Biased Monte Carlo Ray Tracing: Biased Monte Carlo Ray Tracing: Filtering, Irradiance Caching and Photon Mapping Dr. Henrik Wann Jensen Stanford University May 24, 2001 Unbiased and consistent Monte Carlo methods Unbiased estimator:

More information

Radiometry. Reflectance & Lighting. Solid Angle. Radiance. Radiance Power is energy per unit time

Radiometry. Reflectance & Lighting. Solid Angle. Radiance. Radiance Power is energy per unit time Radiometry Reflectance & Lighting Computer Vision I CSE5A Lecture 6 Read Chapter 4 of Ponce & Forsyth Homework 1 Assigned Outline Solid Angle Irradiance Radiance BRDF Lambertian/Phong BRDF By analogy with

More information

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Korrigeringar: Intel P4 (200): ~42M transistorer Intel P4 EE (2004): 78M

More information