CS354R: Computer Game Technology

Similar documents
Global Illumination. COMP 575/770 Spring 2013

Screen Space Ambient Occlusion. Daniel Kvarfordt & Benjamin Lillandt

After the release of Maxwell in September last year, a number of press articles appeared that describe VXGI simply as a technology to improve

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

03 RENDERING PART TWO

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

Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination. Cyril Crassin NVIDIA Research

Shadows. COMP 575/770 Spring 2013

global light baking software

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

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

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

Advanced Computer Graphics CS 563: Screen Space GI Techniques: Real Time

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

Render all data necessary into textures Process textures to calculate final image

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

Real-Time Voxelization for Global Illumination

NVIDIA Case Studies:

DEFERRED RENDERING STEFAN MÜLLER ARISONA, ETH ZURICH SMA/

Practical Techniques for Ray Tracing in Games. Gareth Morgan (Imagination Technologies) Aras Pranckevičius (Unity Technologies) March, 2014

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

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

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Dynamic Ambient Occlusion and Indirect Lighting. Michael Bunnell NVIDIA Corporation

This course covers a group of global illumination algorithms known as many light methods, or VPL rendering methods. (VPL = virtual point light)

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

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

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

Enabling immersive gaming experiences Intro to Ray Tracing

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

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

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

Volume-based Ambient Occlusion with Voxel Fragmentation

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

Virtual Reality for Human Computer Interaction

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

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

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming

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

Advanced Ambient Occlusion Methods for Modern Games

GLOBAL ILLUMINATION IN UNITY 5

Interactive Indirect Illumination Using Voxel Cone Tracing

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

Introduction. Chapter Computer Graphics

Advanced Computer Graphics CS 563: Making Imperfect Shadow Maps View Adaptive. Frederik Clinck lie

Simpler Soft Shadow Mapping Lee Salzman September 20, 2007

COMP371 COMPUTER GRAPHICS

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

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

Interactive Methods in Scientific Visualization

Local vs. Global Illumination & Radiosity

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

Enhancing Traditional Rasterization Graphics with Ray Tracing. March 2015

Illumination Algorithms

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline

Ambient Occlusion. Ambient Occlusion (AO) "shadowing of ambient light "darkening of the ambient shading contribution

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

Enhancing Traditional Rasterization Graphics with Ray Tracing. October 2015

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.

GLOBAL ILLUMINATION. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION

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

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

Global Illumination in Real-Time using Voxel Cone Tracing on Mobile Devices

COSC 448: REAL-TIME INDIRECT ILLUMINATION

Recent Advances in Monte Carlo Offline Rendering

The Rendering Equation & Monte Carlo Ray Tracing

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

These are the annotated slides of the real time part of the Many Lights Rendering

The Rendering Equation and Path Tracing

TSBK03 Screen-Space Ambient Occlusion

Dominic Filion, Senior Engineer Blizzard Entertainment. Rob McNaughton, Lead Technical Artist Blizzard Entertainment

Shading, lighting, & BRDF Theory. Cliff Lindsay, PHD

Lighting and Shading

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

Game Technology. Lecture Physically Based Rendering. Dipl-Inform. Robert Konrad Polona Caserman, M.Sc.

VAO++: Practical Volumetric Ambient Occlusion for Games

Chapter 7 - Light, Materials, Appearance

EECS 487: Interactive Computer Graphics

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

Real-Time Universal Capture Facial Animation with GPU Skin Rendering

Gaël Guennebaud Loïc Barthe, Mathias Paulin IRIT UPS CNRS TOULOUSE FRANCE Gaël Guennebaud Cyprus June 2006

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

The Animation Process. Lighting: Illusions of Illumination

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

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

Octree-Based Sparse Voxelization for Real-Time Global Illumination. Cyril Crassin NVIDIA Research

Ray Tracing. Kjetil Babington

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

Many-Light Real-Time Global Illumination using Sparse Voxel Octree

COMP 175 COMPUTER GRAPHICS. Lecture 11: Recursive Ray Tracer. COMP 175: Computer Graphics April 9, Erik Anderson 11 Recursive Ray Tracer

Recursion and Data Structures in Computer Graphics. Ray Tracing

CPSC GLOBAL ILLUMINATION

Effects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline

Global Illumination The Game of Light Transport. Jian Huang

Lighting and Materials

Advanced Ray Tracing

CS770/870 Spring 2017 Radiosity

Radiosity. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen

Shading and Illumination

Transcription:

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 All objects affect rendering of individual objects Desirable effects include: Shadows Reflection Refraction Diffuse inter-reflection Caustics 3

The Physics of GI Must model photon interactions (i.e. light bounce) with world objects based on position and material Light sources Illuminated objects Object materials Viewing properties 4

Discuss What are some of the challenges of making a real-time lighting model? What parts of the system can be optimized and how? 5

Pre-baked Lighting Compute lighting offline Good-looking effects without limitations of real-time rendering Diffuse inter-reflection (color bleed) Ambient occlusion (indirect shadows) Translucent shadows True dynamic lighting not possible 6

Screen Space Techniques Screen space techniques only use information within the rasterization pass (pixels) Fragment depths Positions Normals Tangent spaces Deferred shading technique breaks down rendering pass into multiple computations Render lighting information into individual textures Combine these textures into single screen texture Compute lighting based on this texture 7

Example: Screen Space Ambient Occlusion Ambient occlusion provides soft shadows as if seen with a highly diffuse light source (e.g. an overcast day) 8

Calculating AO in Real-Time Calculate visibility function V for integral over hemisphere Depth buffer is a discrete approximation of frontmost scene geometry Crytek method generates random points then approximates visibility and distance attenuation 9

SSAO Advantages and Disadvantages Advantages Provides better self-shadowing on objects Simple to implement Not affected by scene complexity Works on dynamic scenes Disadvantages Coarse approximation Halo artifacts can appear where depth buffer has sharp discontinuities No directionality in lighting Incorrect shadow color 10

Screen Space Directional Occlusion Improves quality of SSAO by calculating environmental lighting during the computations for visibility 11

Calculating DO in Real-Time Calculate directional radiance during approximation of visibility Each sample contributes to incident radiance as soon as its visibility is determined 12

SSDO Advantages and Disadvantages Advantages Low overhead versus SSAO Shadows are directional and colored Disadvantages Same as SSAO approximation of visibility and discretization of depth buffer Still not indirect illumination (although an additional bounce within this calculation gets us there) 13

Shadow Maps Pre-render scene from point of view of light to compute distance to scene objects in depth buffer During actual render, check if fragment is occluded by object in shadow map Fragment is farther from light than the shadow map depth Soft shadows achieved by imitating shadow s penumbra and blurring 14

Shadow Maps Variance Shadow Maps (Donnelly & Lauritzen) 15

Reflective Shadow Maps Treat all fragments of shadow map as indirect light sources Use these light sources to approximate the indirect illumination on each pixel Imitates an extra bounce of lighting Infeasible to consider all pixels, so pixels ranked by importance Results in indirect lighting on pixel that may come from occluded light Not physically accurate but plausible 16

Reflective Shadow Maps 17

Calculating GI in Worldspace To accurately depict global illumination, we need to simulate light bounce in the actual scene Expensive and time-consuming Not feasible in realtime Use precomputes, acceleration structures and simplifications to compensate 18

Radiosity Accounts for transfer of energy from both light sources and surfaces Models diffuse lighting with fewer calculations than raytracing based techniques View independent Color-bleed artifacts Distorts specular highlights 19

Virtual Point Lights Used in radiosity-based renderers VPLs approximate direct and indirect lights in scene to reduce light bounce calculations http://graphicsrunner.blogspot./201com1/03/instant-radiosity-using-optix-and.html 20

Instant Radiosity Add VPLs into scene by tracing photons shot out from the light source Treat VPLs as point lights Gather light from all VPLs in scene to compute indirect illumination Take dynamic visibility into account using shadow maps Use imperfect shadow maps for greater efficiency 21

Cascading Light Propagation Volumes Used for low-frequency (indirect) lighting Built using 3-D nested lattices for efficiency 22

Sparse Voxel Cone Tracing (SVOGI) Computes indirect illumination and ambient occlusion GPU-based Octree-based 23

VXGI Built into UE4 (NVIDIA only) https://www.youtube.com/watch?v=o9y_avymeus 24

Brigade Path Tracer Optimized BHV, work queue, and convergence algorithm https://www.youtube.com/watch?v=fbgm66dcwok 25

Raytracing Hardware Hardware solutions can allow for faster calculations and interactions https://www.youtube.com/watch?v=7yn09uhwyfy 26

Further Reading/Viewing Real-Time Global Illumination Siggraph 2009 (http:// www0.cs.ucl.ac.uk/staff/j.kautz/rtgicourse/) Cascaded Light Propagation Volumes for Real Time Indirect Illumination (http://www.crytek.com/cryengine/cryengine3/ presentations/cascaded-light-propagation-volumes-for-realtime-indirect-illumination) NVIDIA VXGI: Dynamic Global Illumination for Games (http://www.gdcvault.com/play/1022392/) Brigade Article (https://www.hindawi.com/journals/ijcgt/ 2013/578269/) 27