Illumination Under Trees. Nelson Max University of Tokyo, and University of California, Davis

Similar documents
x ~ Hemispheric Lighting

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

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

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

Hierarchical Image-Based Rendering Using Texture Mapping Hardware

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.

Ray tracing. Computer Graphics COMP 770 (236) Spring Instructor: Brandon Lloyd 3/19/07 1

Spherical Harmonic Lighting: The Gritty Details Robin Green

Photorealism: Ray Tracing

6. Illumination, Lighting

CS 130 Final. Fall 2015

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

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

Lecture 7 - Path Tracing

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

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

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

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

Other approaches to obtaining 3D structure

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

A Survey of Modelling and Rendering of the Earth s Atmosphere

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

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

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

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

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley

Interactive Methods in Scientific Visualization

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

Volume Illumination. Visualisation Lecture 11. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

The Rendering Equation and Path Tracing

Recall: Basic Ray Tracer

Computer Graphics and GPGPU Programming

Introduction to Visualization and Computer Graphics

Illumination. Courtesy of Adam Finkelstein, Princeton University

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

Computer Vision Systems. Viewing Systems Projections Illuminations Rendering Culling and Clipping Implementations

Raytracing CS148 AS3. Due :59pm PDT

- Volume Rendering -

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Lighting and Shading

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

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

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

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

Today s class. Simple shadows Shading Lighting in OpenGL. Informationsteknologi. Wednesday, November 21, 2007 Computer Graphics - Class 10 1

RASTERISED RENDERING

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

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

Reflection and Shading

BRDF Computer Graphics (Spring 2008)

The Traditional Graphics Pipeline

CS 488. More Shading and Illumination. Luc RENAMBOT

Lighting and Reflectance COS 426

Capturing light. Source: A. Efros

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

lecture 19 Shadows - ray tracing - shadow mapping - ambient occlusion Interreflections

CPSC GLOBAL ILLUMINATION

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018

Global Illumination and the Rendering Equation

Illumination and Shading

Movie: For The Birds. Announcements. Ray Tracing 1. Programming 2 Recap. Programming 3 Info Test data for part 1 (Lines) is available

RASTERIZING POLYGONS IN IMAGE SPACE

Precomputed Radiance Transfer: Theory and Practice

The Light Field. Last lecture: Radiometry and photometry

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

- Volume Rendering -

Photorealism vs. Non-Photorealism in Computer Graphics

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

Graphics for VEs. Ruth Aylett

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

13 Distribution Ray Tracing

Distributed Ray Tracing

Supplement to Lecture 16

Ray Tracing Part 1. CSC418/2504 Introduction to Computer Graphics. TA: Muhammed Anwar & Kevin Gibson

CS 5625 Lec 2: Shading Models

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

Lecture 10: Ray tracing

The Traditional Graphics Pipeline

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

CHAPTER 1 Graphics Systems and Models 3

The exam begins at 2:40pm and ends at 4:00pm. You must turn your exam in when time is announced or risk not having it accepted.

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

Lecture 11: Ray tracing (cont.)

Ray Tracer Due date: April 27, 2011

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

Introduction to Radiosity

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

Deferred Rendering Due: Wednesday November 15 at 10pm

The Rendering Equation & Monte Carlo Ray Tracing

Photometric Stereo. Lighting and Photometric Stereo. Computer Vision I. Last lecture in a nutshell BRDF. CSE252A Lecture 7

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

Assignment 3: Path tracing

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

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

Rendering Smoke & Clouds

Computer Graphics I Lecture 11

Lecture 15: Shading-I. CITS3003 Graphics & Animation

Transcription:

Illumination Under Trees Nelson Max University of Tokyo, and University of California, Davis

Topics Hierarchical image based rendering for trees Atmospheric illumination and shadows Shadow penumbras with fast Fourier transforms Penumbras using image based rendering Plane parallel radiance transport in forests

Image Based Rendering (IBR) Pre-compute multilayer (A-buffer) RGBZ images from a number of viewpoints. Reconstruct an image for a new viewpoint by using the pixel locations and the Z values to get 3D colored points to project to the new view. Relight using a similar N x N y N z Z A-buffer. Re-project to light source view for z-buffer shadow algorithm.

Hierarchical IBR Build a hierarchy of tree part objects, defined in terms of subobjects. Struct object { bounding_sphere; list of polygons; list of subobjects with positioning matrices; }

decide (object K, matrix Q) { if (K.bounding_sphere intersects view volume) if (projected size of closest pixel < threshold) reproject(k, Q); else { for all polygons P in K render P using matrix Q; for all subobjects S in K decide (S, Q*S.matrix); } }

Hierarchical IBR in Hardware Alpha test for IBR reprojection (Schauffler) Store single layer RGBZ image as an RGBA texture, with Z in Alpha channel. Draw several textured polygons perpendicular to the original viewing direction, using the alpha test to select the appropriate parts of the texture.

Color matrix for shading (Westermann and Ertl) Use the color matrix to rotate N x N y N x texture by the current viewing matrix time the inverse of the viewing matrix of the original image. Adjust the color matrix to put the dot product of the normal with the light source in all three RGB components. Reproject N x N y N x Z images with this matrix. Multiply resulting B&W shading image by unshaded color image, using glblendfunc.

Minimizing texture switching Reorganize decide (K, Q) code to save a list of matrices Q for each object K, but not reproject. In the unshaded color pass for each object K load RGBZ textures for object K for all matrices Q in list for K reproject (k, Q); In the shading pass, do the same for the N x N y N x Ztextures.

Atmospheric illumination The shadow polygon algorithm of Frank Crow can compute the regions of light and shade along a viewing ray, but the shadow polygons for all the edges of all the leaves will cross scan lines in the lower part of the image. Therefore, use scan planes that pass though the viewpoint and the sun. The needed shadow polygons are only those generated by polygon edges intersecting that scan plane.

Process viewing rays from the sun direction outwards, so that all polygons that cast shadows on a viewing ray have been seen first.

These slanted scan plane intersect the view plane in slanted scan lines which must be resampled onto a standard raster.

Penumbras and Sky Illumination Assume the shadows are cast by a tree canopy mask, lying on a plane parallel to the ground. Assume the sky illumination is an image on an infinitely high plane, so that the color depends only on the viewing direction, and not the viewpoint position. Then the image of the visible part of the sky is the result of translating the tree canopy mask image across the sky illumination image.

Irradiance Computation Pre-multiply sky image by cos 4 θ, to account for solid angle per pixel and Lambert s Law. Assume the sky, mask, and ground images have resolution n by n. For each ground pixel, translate the mask image, multiply by the sky image, and sum. Cost: O(n 2 ) per ground pixel. Total cost for all ground pixels: O(n 4 ).

Fast Fourier Transform Method The ground image is a correlation of the sky and mask images, or a convolution of the sky image and the ground image rotated by 2π. Compute the Fourier transforms of the sky and rotated mask images, in time O(n 2 log n). Multiply these Fourier transforms in time O(n 2 ). Take inverse Fourier transform in time O(n 2 log n). Total cost is O(n 2 log n) instead of O(n 4 ).

Penumbras by image based rendering (by Brett Keating) Store object in an A buffer, with multiple depths at each pixel. Trace shadow rays through A buffer. Round depths both up and down to 32 discrete levels to reduce storage, speed up ray tracing, and reduce light leaks. Uses 32 bit logical operations for ray tracing.

Deterministic Random

Plane Parallel Radiance Transport Represent leaves and branches by tiny oriented semi-transparent surface flakes, whose density depends only on the height z above the ground and the surface normal of the flake. Solve transport differential equations for red, green, and blue direction-dependent radiance. Subtract attenuated direct sunlight from solution. Add back direct sunlight with z-buffer shadow algorithm. Use radiance solution for shading.

Equation of radiance transport di( X, ω) = κ ( X, ω) I( X, ω) + κ( X, ω) a r( X, ω, ω) I( X, ω ) dω' ds X is 3D position ω and ω are ray directions on the unit sphere I(X,ω) is radiance at X flowing in direction ω s is length along the ray in direction ω κ(x,ω) is the extinction coefficient, and depends on ω r(x,ω,ω) is the scattering phase function from ω to ω a, the albedo, is the scattered fraction of the extinction 4π

Simplifying assumptions Orientation isotropy: the distribution d(θ N,z) of surface normals depends only on z and θ N, not on φ N. Compute it from area of clipped polygons. BRDF and BRTF isotropy: invariant under rotation of the surface about the surface normal. Volume isotropy: r(x, ω, ω) depends only on z, θ, θ, and φ φ, not on φ and φ separately. Plane parallel: I(X, ω) depends on ω and z, but not on x and y.

Computation of phase function Divide sphere into a number of direction bins. Separately for specular reflection, diffuse reflection and diffuse transmission, precompute square bin-to-bin scattering matrices for each θ N, by integrating analytically over φ N, and sampling in the direction bins. For each z, find r ij (z) = κ(x,ω) a r(x, ω, ω) by summing over θ N the bin to bin scattering matrix elements multiplied by d(θ N,z) and the reflection and transmission coefficients for each color.

Matrix version of transport equations Represent I(X,ω) by I i (z), for direction bins i. Replace ds by dz/µ i, where µ i = cos θ i. Subtract the extinction term κ(x,ω i ) from r ij (z). Then the integral-differential transport equation becomes the system of differential equations ' d X I X r a X X I X ds X di ω ω ω ω ω κ ω ω κ ω π ), ( ),, ( ), ( ), ( ), ( ), ( 4 + = ) ( ) ( ) ( z r z I dz z di ij j j i i = µ

Two point boundary conditions Split the vector I(z) into upward flowing I u (z) and downward flowing I d (z). I d (h) is known when z = h at the top of the trees. I u (0) = F(0) I d (0), where F(0) is the BRDF matrix for the ground at z = 0. Let F(z) be the BRDF of the ground and the vegetation up to height z, so I u (z) = F(z) I d (z). Write and solve a differential equation for F(z).

The volume isotropy assumption causes the differential equation for F(z) to split up into a collection of smaller systems. Shading is pre-integrated as a function of normal. For details see Plane Parallel Radiance Transport for Global Illumination in Vegetation, Nelson Max, Curtis Mobley, Brett Keating, and En-Hua Wu, EGWR 1997, (published by Springer as Rendering 97 ) pp. 239 250, preprint version at http://www.llnl.gov/tid/lof/documents/pdf/232348.pdf

http://www.llnl.gov/tid/lof/documents/pdf/232348.pdf