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

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

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

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

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

Global Illumination. COMP 575/770 Spring 2013

COMP371 COMPUTER GRAPHICS

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

Illumination Algorithms

Local vs. Global Illumination & Radiosity

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

The Rendering Equation. Computer Graphics CMU /15-662

Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015

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

Ray Tracing. Local Illumination. Object Space: Global Illumination. Image Space: Backward Ray Tracing. First idea: Forward Ray Tracing

Lecture 7 - Path Tracing

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

The Rendering Equation & Monte Carlo Ray Tracing

Announcements. Written Assignment 2 out (due March 8) Computer Graphics

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics

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

Photon Mapping. Due: 3/24/05, 11:59 PM

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

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation

Global Illumination The Game of Light Transport. Jian Huang

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

Global Illumination. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller

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

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

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

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

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

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

Illumination. The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong

Biased Monte Carlo Ray Tracing

Final Project: Real-Time Global Illumination with Radiance Regression Functions

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

The Rendering Equation and Path Tracing

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15

Lecture 12: Photon Mapping. Biased Methods

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

02 Shading and Frames. Steve Marschner CS5625 Spring 2016

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

Photorealism: Ray Tracing

Assignment 3: Path tracing

Ray-Tracing. Misha Kazhdan

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

Lighting. Figure 10.1

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

Announcements. Radiometry and Sources, Shadows, and Shading

Reflection models and radiometry Advanced Graphics

Simple Lighting/Illumination Models

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

Photon Mapping. Michael Doggett Department of Computer Science Lund university

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images

Image Formation: Light and Shading. Introduction to Computer Vision CSE 152 Lecture 3

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Shading. Brian Curless CSE 557 Autumn 2017

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall

Precomputed Radiance Transfer: Theory and Practice

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

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations

Anti-aliasing. Images and Aliasing

CS 428: Fall Introduction to. Raytracing. Andrew Nealen, Rutgers, /18/2009 1

Global Illumination and Radiosity

Lecture 18: Primer on Ray Tracing Techniques

Today. Participating media. Participating media. Rendering Algorithms: Participating Media and. Subsurface scattering

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

Stochastic Path Tracing and Image-based lighting

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

COMPUTER GRAPHICS AND INTERACTION

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

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

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Announcements. Image Formation: Light and Shading. Photometric image formation. Geometric image formation

Raytracing. COSC 4328/5327 Scott A. King

Interactive Methods in Scientific Visualization

MITOCW MIT6_172_F10_lec18_300k-mp4

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Lecture 22: Basic Image Formation CAP 5415

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Lighting and Shading Computer Graphics I Lecture 7. Light Sources Phong Illumination Model Normal Vectors [Angel, Ch

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

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

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

Computer Graphics. Ray Tracing. Based on slides by Dianna Xu, Bryn Mawr College

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

CSE 681 Illumination and Phong Shading

Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao

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

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

An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

CSE 167: Introduction to Computer Graphics Lecture #6: Lights. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

Indirect Illumination

Transcription:

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 Lighting based on the full scene Lighting based on physics (optics) Traditionally represented by two algorithms Raytracing 1980 Radiosity 1984 More modern techniques include photon mapping and many variations of raytracing and radiosity ideas Source: Dianne Hansford, Arizona State Univ. 2 Direct Illumination vs. Global Illumination Indirect Illumination single (or few) bounces of the light only for example, ray casting no recursion (or shallow recursion only) fast lighting calculations based on light and normal vectors reflected, scattered and transmitted light many (infinite) number of bounces physically based light transport 3 Color Bleeding 4 Soft Shadows Caustics Transmitted light that refocuses on a surface, usually in a pretty pattern Not present with direct illumination Shadows are much darker where the direct and indirect illuminations are occluded. Such shadows are important for sitting the sphere in the scene. They are difficult to fake without global illumination. 5 6 1

Light Transport and Global Illumination Diffuse to diffuse Diffuse to specular Specular to diffuse Specular to specular Ray tracing (viewer dependent) Light to diffuse Specular to specular Radiosity (viewer independent) Diffuse to diffuse Path Types OpenGL L(D S)E Ray Tracing LDS*E Radiosity LD*E Path Tracing attempts to trace all rays in a scene 7 8 Images Rendered With Global Illumination Outline Caustics Color bleeding Area light sources and soft shadows 9 10 Solid Angle 2D angle subtended by object O from point x: Length of projection onto unit circle at x Measured in radians (0 to 2p) 3D solid angle subtended by O from point x: Area of of projection onto unit sphere at x Measured in steradians (0 to 4p) J. Stewart Light Emitted from a Surface Radiance (L): Power (f) per unit area per unit solid angle Measured in W / m 2 str da is projected area (perpendicular to given direction) Radiosity (B): Radiance integrated over all directions Power from per unit area, measured in W / m 2 Ω B = L( θ, φ) cosθdω 11 12 2

Bidirectional Reflectance Distribution Function (BRDF) If a ray hits a surface point at angle w i, how much light bounces into the direction given by angle w o? Bidirectional Reflectance Distribution General model of light reflection Hemispherical function 7-dimensional (location, 4 angles, wavelength) It depends on the type of material. N. Matsapey 13 14 BRDF Examples BRDF is a property of the material Material Examples Marschner et al. 2000 There is no formula for most materials Measure BRDFs for different materials (and store in a table) Diffuse Glossy Mirror 15 16 BRDF Isotropy Rotation invariance of BRDF Reduces 4 angles to 2 Holds for a wide variety of surfaces Anisotropic materials Brushed metal Others? Outline 17 18 3

Raytracing Raytracing Albrecht Duerer, Underweysung der Messung mit dem Zirkel und Richtscheyt From: http://jedi.ks.uiuc.edu/~johns/raytracer/raygallery/stills.html 19 (Nurenberg, 1525), Book 3, figure 67. 20 Raycasting vs. Raytracing Raytracing: Pros Simple idea and nice results Raycasting Raytracing Inter-object interaction possible Shadows Reflections Refractions (light through glass, etc.) Based on real-world lighting 21 22 Raytracing: Cons Slow Speed often highly scene-dependent Lighting effects tend to be abnormally sharp, without soft edges, unless more advanced techniques are used Supersampling I Problem: Each pixel of the display represents one single ray Aliasing Unnaturally sharp images Solution: Send multiple rays through each pixel and average the returned colors together Hard to put into hardware 23 24 4

Supersampling II The Radiosity Method Direct supersampling Split each pixel into a grid and send rays through each grid point Adaptive supersampling Split each pixel only if it s significantly different from its neighbors Jittering Send rays through randomly selected points within the pixel Cornell University 25 Radiosity Example 26 The Radiosity Method Divide surfaces into patches (e.g., each triangle is one patch) Model light transfer between patches as system of linear equations Important assumptions: Museum simulation. Program of Computer Graphics, Cornell University. 50,000 patches. Note indirect lighting from ceiling. 27 The Radiosity Form Factor Diffuse reflection only No specular reflection No participating media (no fog) No transmission (only opaque surfaces) Radiosity is constant across each patch Solve for R, G, B separately 28 Radiosity Equation obstacle For each patch i: Variables outgoing radiosity incoming radiosity Bi = radiosity (unknown) Ei = emittance of light sources (given; some patches are light sources) ri = reflectance (given) Fij = form factor from i to j (computed) fraction of light emitted from patch i arriving at patch j Ai = area of patch i (computed) Fij is dimensionless Vij = 0 if occluded 1 if not occluded (visibility factor) 29 30 5

(Idealized) Radiosity Computation Radiosity: Pros Division into patches Form factor calculation Radiosity Image Scene Geometry Reflectance Properties Solution of radiosity eqn Visualization Viewing Conditions Can change camera position and re-render with minimal re-computation Inter-object interaction possible Soft shadows Indirect lighting Color bleeding Accurate simulation of energy transfer 31 32 Radiosity: Cons Precomputation must be re-done if anything moves Large computational and storage costs Non-diffuse light not represented Mirrors and shiny objects hard to include Lighting effects tend to be blurry (not sharp) Not applicable to procedurally defined surfaces 33 Rendering Equation L is the radiance from a point x on a surface in a given direction ω E is the emitted radiance from a point: E is non-zero only if x is emissive V is the visibility term: 1 when the surfaces are unobstructed along the direction ω, 0 otherwise G is the geometry term, which depends on the geometric relationship (such as distance) between the two surfaces x and x It includes contributions from light bounced many times off surfaces f r is the BRDF 34 Outline Subsurface Scattering Translucent objects: skin, marble, milk Light penetrates the object, scatters and exits Important and popular in computer graphics 35 36 6

Subsurface Scattering Subsurface Scattering Jensen et al. 2001 Using only BRDF With subsurface light transport direct only subsurface scattered only combined Source: Wikipedia 37 Outline 38 Photon Mapping 39 Photon Mapping Example 224,316 caustic photons, 3095 global photons From http://graphics.ucsd.edu/~henrik/images/global.html 40 Photon Mapping Example 41 42 7

Photon Map Photons are emitted (raytraced) from light sources Photons either bounce or are absorbed Photons are stored in a photon map, with both position and incoming direction Photon map is decoupled from the geometry (often stored in a kd-tree) Photon Map Rendering with the Photon Map Raytracing step uses the closest N photons to each ray intersection and estimates the outgoing radiance Specular reflections can be done using usual raytracing to reduce the number of photons needed Numerous extensions to the idea to add more complex effects 43 44 Photon Mapping Assessment Enhancement to raytracing Can simulate caustics Can simulate diffuse inter-reflections (e.g., the "bleeding" of colored light from a red wall onto a white floor, giving the floor a reddish tint) Can simulate clouds or smoke Photon Mapping: Pros The photon map is view-independent, so only needs to be re-calculated if the lighting or positions of objects change Inter-object interaction includes: Shadows Indirect lighting Color bleeding Highlights and reflections Caustics current method of choice Works for procedurally defined surfaces 45 46 Photon Mapping: Cons Still time-consuming, although not as bad as comparable results from pure raytracing Photon map not easy to update if small changes are made to the scene Summary 47 48 8