Topic 13: Radiometry. The Basic Light Transport Path

Similar documents
Distribution Ray Tracing

Monte Carlo Rendering

Complex Filtering and Integration via Sampling

Discussion. History and Outline. Smoothness of Indirect Lighting. Irradiance Caching. Irradiance Calculation. Advanced Computer Graphics (Fall 2009)

Discussion. History and Outline. Smoothness of Indirect Lighting. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Fall 2009)

Monte Carlo 1: Integration

Monte Carlo 1: Integration

Computer Graphics. Jeng-Sheng Yeh 葉正聖 Ming Chuan University (modified from Bing-Yu Chen s slides)

Monte Carlo Integration

Some Tutorial about the Project. Computer Graphics

Global Illumination. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/26/07 1

Physics 132 4/24/17. April 24, 2017 Physics 132 Prof. E. F. Redish. Outline

Learning Depth from Single Still Images: Approximate Inference 1

Motivation. Motivation. Monte Carlo. Example: Soft Shadows. Outline. Monte Carlo Algorithms. Advanced Computer Graphics (Fall 2009)

Form-factors Josef Pelikán CGG MFF UK Praha.

Plane Sampling for Light Paths from the Environment Map

R s s f. m y s. SPH3UW Unit 7.3 Spherical Concave Mirrors Page 1 of 12. Notes

Surface Mapping One. CS7GV3 Real-time Rendering

Color in OpenGL Polygonal Shading Light Source in OpenGL Material Properties Normal Vectors Phong model

Diffuse and specular interreflections with classical, deterministic ray tracing

Global Illumination and Radiosity

Real-time. Shading of Folded Surfaces

Global Illumination: Radiosity

Surface Integrators. Digital Image Synthesis Yung-Yu Chuang 12/20/2007

Slide 1 SPH3UW: OPTICS I. Slide 2. Slide 3. Introduction to Mirrors. Light incident on an object

13 Distribution Ray Tracing

REFRACTION. a. To study the refraction of light from plane surfaces. b. To determine the index of refraction for Acrylic and Water.

Scan Conversion & Shading

Computer Sciences Department

Scan Conversion & Shading

SLAM Summer School 2006 Practical 2: SLAM using Monocular Vision

Global Illumination and Radiosity

Data Mining: Model Evaluation

Lighting. Dr. Scott Schaefer

Improvement of Spatial Resolution Using BlockMatching Based Motion Estimation and Frame. Integration

Global Illumination and Radiosity

Computer graphics III Light reflection, BRDF. Jaroslav Křivánek, MFF UK

Accounting for the Use of Different Length Scale Factors in x, y and z Directions

Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics

Efficient Load-Balanced IP Routing Scheme Based on Shortest Paths in Hose Model. Eiji Oki May 28, 2009 The University of Electro-Communications

Mathematics 256 a course in differential equations for engineering students

Complex Numbers. Now we also saw that if a and b were both positive then ab = a b. For a second let s forget that restriction and do the following.

2.2 Photometric Image Formation

PHYS 219 Spring semester Lecture 20: Reflection of Electromagnetic Radiation: Mirrors and Images Formed by Mirrors

AP PHYSICS B 2008 SCORING GUIDELINES

Air Transport Demand. Ta-Hui Yang Associate Professor Department of Logistics Management National Kaohsiung First Univ. of Sci. & Tech.

1. Answer the following. a. A beam of vertically polarized light of intensity W/m2 encounters two polarizing filters as shown below.

The Objective Function Value Optimization of Cloud Computing Resources Security

Image Representation & Visualization Basic Imaging Algorithms Shape Representation and Analysis. outline

Electrical analysis of light-weight, triangular weave reflector antennas

Six-Band HDTV Camera System for Color Reproduction Based on Spectral Information

Range images. Range image registration. Examples of sampling patterns. Range images and range surfaces

An Accurate Evaluation of Integrals in Convex and Non convex Polygonal Domain by Twelve Node Quadrilateral Finite Element Method

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

A MOVING MESH APPROACH FOR SIMULATION BUDGET ALLOCATION ON CONTINUOUS DOMAINS

Specular reflection. Lighting II. Snell s Law. Refraction at boundary of media

y and the total sum of

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

Distribution Ray-Tracing. Programação 3D Simulação e Jogos

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

Realistic Rendering. Traditional Computer Graphics. Traditional Computer Graphics. Production Pipeline. Appearance in the Real World

Structure from Motion

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

Introduction to Radiosity

Optimal Scheduling of Capture Times in a Multiple Capture Imaging System

CS 534: Computer Vision Model Fitting

Life Tables (Times) Summary. Sample StatFolio: lifetable times.sgp

FITTING A CHI -square CURVE TO AN OBSERVI:D FREQUENCY DISTRIBUTION By w. T Federer BU-14-M Jan. 17, 1951

COMP371 COMPUTER GRAPHICS

PBRT core. Announcements. pbrt. pbrt plug-ins

Loop Permutation. Loop Transformations for Parallelism & Locality. Legality of Loop Interchange. Loop Interchange (cont)

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

What are the camera parameters? Where are the light sources? What is the mapping from radiance to pixel color? Want to solve for 3D geometry

Calibrating a single camera. Odilon Redon, Cyclops, 1914

Image Fusion With a Dental Panoramic X-ray Image and Face Image Acquired With a KINECT

Recognizing Faces. Outline

Real-time Joint Tracking of a Hand Manipulating an Object from RGB-D Input

THE FAULT LOCATION ALGORITHM BASED ON TWO CIRCUIT FUNCTIONS

Ecient Computation of the Most Probable Motion from Fuzzy. Moshe Ben-Ezra Shmuel Peleg Michael Werman. The Hebrew University of Jerusalem

Light Factorization for Mixed-Frequency Shadows in Augmented Reality

Distributed Ray Tracing

Sung-Eui Yoon ( 윤성의 )

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

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

Analysis of 3D Cracks in an Arbitrary Geometry with Weld Residual Stress

Visual cues to 3D geometry. Light Reflection and Advanced Shading. Shading. Recognizing materials. size (perspective) occlusion shading

Dynamic wetting property investigation of AFM tips in micro/nanoscale

The Rendering Equation and Path Tracing

Physically Realistic Ray Tracing

Tracking by Cluster Analysis of Feature Points and Multiple Particle Filters 1

NUMERICAL SOLVING OPTIMAL CONTROL PROBLEMS BY THE METHOD OF VARIATIONS

Machine Learning 9. week

S1 Note. Basis functions.

Introduction to Geometrical Optics - a 2D ray tracing Excel model for spherical mirrors - Part 2

Kiran Joy, International Journal of Advanced Engineering Technology E-ISSN

Radial Basis Functions

Computer Animation and Visualisation. Lecture 4. Rigging / Skinning

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

Interactive Rendering of Translucent Objects

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

Transcription:

Topc 3: Raometry The bg pcture Measurng lght comng from a lght source Measurng lght fallng onto a patch: Irraance Measurng lght leavng a patch: Raance The Lght Transport Cycle The BrecAonal Reflectance DstrbuAon FuncAon The Basc Lght Transport Path

Lght Transport Between Patches The General Lght Transport Cycle 2

One Step Along Path: DrecAonal IntegraAon One Step Along Path: DrecAonal IntegraAon 3

Topc 3: Raometry The bg pcture Measurng lght comng from a lght source Measurng lght fallng onto a patch: Irraance Measurng lght leavng a patch: Raance The Lght Transport Cycle The BrecAonal Reflectance DstrbuAon FuncAon General Lght Transport Cycle: Closng the Loop 4

DefnAon: The BRDF of a Pont DefnAon: The BRDF of a Pont 5

DefnAon: The BRDF of a Pont Raance Due to a Pont Lght Source 6

Raance Due to an Extene Source Raance Due to an Extene Source 7

The BRDF of a Dffuse Pont The BRDF of a Dffuse Pont 8

The BRDF of a Dffuse Pont Raance of a Dffuse Pont Due to Extene Src 9

Raance of a Dffuse Pont Due to Extene Src Raance of Dffuse Pont ue to Pont Lght Src 0

Raance of Dffuse Pont ue to Pont Lght Src Raometrcally- Correct Ray Tracng

Dstrbuton Ray Tracng n In Whtte Ray Tracng we compute lghtng very cruely q Phong + specular global lghtng n In Dstrbute Ray Tracng we want to compute the lghtng as accurately as possble q Use the formalsm of Raometry q q Compute rraance at each pxel by ntegratng all the ncomng lght Snce ntegrals are can not be one analytcally we wll employ numerc approxmatons Benefts of Dstrbuton Ray Tracng n Better global ffuse lghtng q q Color bleeng Bouncng hghlghts n Extene lght sources n Ant-alasng n Moton blur n Depth of fel n Subsurface scatterng

2 Raance at a Pont n Recall that raance shang at a surface pont s gven by n If we parameterze rectons n sphercal coornates an assume small fferental sol angle we get ρ ω n p L p L e e = Ω φ φ φ φ ρ π φ π n L p p L e e = ] 02 [ ] [02 sn Raance at a Pont n Recall that raance shang at a surface pont s gven by n If we parameterze rectons n sphercal coornates an assume small fferental sol angle we get ρ ω n p L p L e e = Ω φ φ φ φ ρ π φ π n L p p L e e = ] 02 [ ] [02 sn Integral s over all ncomng recton hemsphere

Irraance at a Pxel n To compute the color of the pxel we nee to compute total lght energy flux passng through the pxel rectangle.e. we nee to compute the total rraance at a pxel Φ j = αmn α αmax βmn β βmax H α β αβ Integrals s over the extent of the pxel Numercal Integraton D Case n Remember: ntegral s an area uner the curve n We can approxmate any ntegral numercally as follows y x f x D x N = f x N D 0 f x x 3

Numercal Integraton D Case n Remember: ntegral s an area uner the curve n We can approxmate any ntegral numercally as follows y x D = N f x D x D N f x x 0 = D f x N Numercal Integraton D Case n Problem: what f we are really unlucy an our sgnal has the same structure as samplng? y x f x D x D N f x x 0 = D f x N 4

Monte Carlo Integraton n Iea: ranomze ponts x to avo structure nose e.g. ue to peroc texture y x f x D x n Draw N ranom samples x nepenently from unform strbuton Qx=U[0D].e. Qx = /D s the unform probablty ensty functon n Then approxmaton to the ntegral becomes w f x f x x for w = N Q x n We can also use other Q s for effcency!!! a..a. mportance samplng Monte Carlo Integraton y x f x D x n Then approxmaton to the ntegral becomes w f x f x x for w = N Q x n We can also use other Q s for effcency!!! a..a. mportance samplng 5

Stratfe Samplng n Iea: combnaton of unform samplng plus ranom jtter n Brea oman nto T ntervals of wths t an N t samples n nterval t y t f x n Integral approxmate usng the followng: T Nt tf xt j N t= t j= D x Stratfe Samplng n If ntervals are unform t = D/T an there are same number of samples n each nterval N t = N/T then ths T Nt approxmaton reuces to: D f xt j N t= j= n The nterval sze an the # of samples can vary!!! y t f x n Integral approxmate usng the followng: T Nt tf xt j N t= t j= D x 6

7 Bac to Dstrbuton Ray Tracng n Base on one of the approxmate ntegraton approaches we nee to compute q Let s try unform samplng φ φ φ φ ρ π φ π n p L p L e e = ] 02 [ ] 2 / [0 sn φ φ φ φ ρ Δ Δ = = sn M m N n n m n m n m e n L p N M π φ π 2 2 / = Δ = Δ φ φ Δ = Δ = 2 2 m n m n where mpont of the nterval sample pont Interval wth Importance Samplng n Dstrbuton Ray Tracng n Problem: Unform samplng s too expensve e.g. 00 samples/hemsphere wth epth of ray recurson of 4 => 00 4 =0 8 samples per pxel wth 0 5 pxels =>0 5 samples n Soluton: Sample more ensely usng mportance samplng where we now that effects wll be most sgnfcant q Drecton towar pont or extene lght source are sgnfcant q Specular an off-axs specular are sgnfcant q Texture/lghtness graents are sgnfcant q Sample less wth greater epth of recurson

Importance Samplng n Iea: ranomze ponts x to avo structure nose e.g. ue to peroc texture y x f x N w f x f x x for w = Q x Benefts of Dstrbuton Ray Tracng n Better global ffuse lghtng q q Color bleeng Bouncng hghlghts n Extene lght sources n Ant-alasng n Moton blur n Depth of fel n Subsurface scatterng 8

Shaows n Ray Tracng n Recall we shoot a ray towars a lght source an see f t s ntercepte c = j n p l no shaow rays Images from the sles by Duran an Cutler one shaow ray n Ant-alasng n Dstrbuton Ray Tracer Lets shoot multple rays from the same pont an attenuate the color base on how many rays are ntercepte Same wors for p ant-alasng of Textures!!! c = j n l one shaow ray Images from the sles by Duran an Cutler w/ ant-alasng 9

Ant-alasng by Determnstc Integraton n Iea: Use multple rays for every pxel n Algorthm q Subve pxel j nto squares q Cast ray through square centers q Average the obtane lght n Susceptble to structure nose repeatng textures Ant-alasng by Monte Carlo Integraton n Iea: Use multple rays for every pxel n Algorthm q Ranomly sample pont nse the pxel j q Cast ray through pont q Average the obtane lght n Does not suffer from structure nose repeatng textures 0

How many rays o you nee? ray/lght 0 ray/lght 20 ray/lght 50 ray/lght Images taen from http://web.cs.wp.eu/~matt/courses/cs563/tals/st_ray/st.html n Soft Shaows wth Dstrbuton Ray Tracng Lets shoot multple rays from the same pont an attenuate the color base on how many rays are ntercepte c = j p n one shaow ray Images from the sles by Duran an Cutler lots of shaow rays

Antalasng Supersamplng jagges w/ antalasng pont lght area lght Images from the sles by Duran an Cutler Specular Reflectons n Recall we ha to shoot a ray n a perfect specular reflecton recton wth respect to the camera an get the raance at the resultng ht pont r c = j = 2 s n n p n s s m s = 2 c n n c 2

Specular Reflectons wth DRT n Same but shoot multple rays r c = j = 2 s n n p n s s Sprea s ctate by BRDF Perfect Reflectons Metal Perfect Reflectons glossy polshe surface Justn Legas Depth of Fel n So far wth our Ray Tracers we only consere pnhole camera moel no lens q or alternatvely lens but tny aperture Image Plane Lens optcal axs 3

Depth of Fel n So far wth our Ray Tracers we only consere pnhole camera moel no lens q or alternatvely lens but tny aperture n What happens f we put a lens nto our camera q or ncrease the aperture n Remember the thn lens equaton? Image Plane Lens = f z 0 + z optcal axs z 0 z Depth of Fel n So far wth our Ray Tracers we only consere pnhole camera moel no lens q or alternatvely lens but tny aperture n What happens f we put a lens nto our camera q or ncrease the aperture n Remember the thn lens equaton? Image Plane Lens = f z 0 + z optcal axs z 0 z 4

Changng the focal-length n DRT ncreasng focal length optcal axs 220x400 pxels 44 samples per pxel ~4.5 mnutes to rener z z 0 Changng the aperture n DRT ecreasng aperture optcal axs 220x400 pxels 44 samples per pxel ~4.5 mnutes to rener z z 0 5

Depth of Fel Depth of Fel 6

Depth of Fel Depth of Fel 7

Depth of Fel Camera Shutter n We gnore the fact that t taes tme to form the mage q We gnore ths for raometry n Durng that tme the shutter s open an lght s collecte q We nee to ntegrate temporally not only spatally t α β H α β t αβt 8

Moton Blur Moton Blur 9

Moton Blur long exposures Moton Blur short exposures 20

Sub-surface Scatterng Sub-surface Scatterng Brectonal Surface Scatterng Reflectance Dstrbuton Functon 2

Brectonal Surface Scatterng Reflectance Dstrbuton Functon [Images taen from Wpea] Sem-Transparences Image form http://www.graphcs.cornell.eu/onlne/tutoral/raytrace/ 22

Texture-mappng an Bump-mappng n Ray Tracer Image form http://www.graphcs.cornell.eu/onlne/tutoral/raytrace/ Caustcs n Har to o n Dstrbuton Ray Tracng q Why? 23

Caustcs n Har to o n Dstrbuton Ray Tracng q Why? Har to come up wth a goo mportance functon for samplng Hence VERY VERY slow Caustcs n Often one usng b-rectonal ray tracng a..a. photon mappng q Shoot lght rays from lght sources q Accumulate the amount of lght raance at each surface q Shoot rays through mage plane pxels to loo-up the raance an ntegrate rraance over the area of the pxel 24

Photon Mappng n Smulates nvual photons q In DRT we were smulatng raance flux n Photons are emtte from lght sources n Photons bounce off of specular surfaces n Photons are eposte on ffuse surfaces q Hel n a 3-D spatal ata structure q Surfaces nee not be parameterze n Photons collecte by ray tracng from eye Photons n A photon s a partcle of lght that carres flux whch s encoe as follows q magntue n Watts an color of the flux t carres store as an RGB trple q locaton of the photon on a ffuse surface q the ncent recton use to compute rraance n Example pont lght source photons emtte unformly q Power of source n Watts strbute evenly among photons q Flux of each photon equal to source power ve by total # of photons q 60W lght bulb woul senng 00 photons wll result n 0.6 W per photon 25

How oes ths actually wor? Specal ata structures are requre to o fast loo-up KD-trees Photon Mappng Results Raance estmate usng 50 photons Raance estmate usng 500 photons 26