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

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Transcription:

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

What is rendering? Generating an image from a 3D scene model Ingredients Representation of 3D geometry Specification for camera & lights Textures, material specifications, etc Typically refers to high-quality image creation

Beyond drawing Complex reflections Soft shadows

Beyond drawing Transparency Refraction

Beyond drawing Caustics Dispersion

Beyond drawing Depth of field Defocus

Beyond drawing Color bleeding

Beyond drawing Subsurface scattering

Types of rendering Model-centric (e.g. OpenGL/WebGL) Centered on primitives (triangles) Each object s appearance is (largely) independent of other objects

Types of rendering Model-centric (e.g. OpenGL/WebGL) Advantages: Fast!! (can leverage both data-level and pipeline parallelism) Great standardization Can fake several effects (with hacks)

Types of rendering Model-centric (e.g. OpenGL/WebGL) Shortcomings: Can t natively do many advanced effects Several effects even difficult to fake Doesn t come close to photorealism

Types of rendering Light-centric Simulate the behavior of light in a scene where light is emitted (and where to) how it disperses when it hits objects how it s attenuated by various media how much of it reaches the camera

Types of rendering Light-centric Advantages: Solid physics foundation (light transport) Potential for photorealism Broad gamut of demonstrated effects ( and some parallelism)

Types of rendering Light-centric Shortcomings: Not that fast Ray-parallelism (at best no pipelining) Often need lots of linear algebra Photorealism limited by knowledge of material property details

Types of rendering Light-centric General idea: There is a way to render anything (in theory ) but it would be prohibitively expensive and we don t fully understand materials Remedy: Make educated compromises, to obtain acceptable results in realistic render times

Another dichotomy Direct illumination Trace journey of light only to limited extent (typically minimal) Feed-forward algorithm Minimal (or no) dependence between objects Good potential for parallel performance Global illumination Seek steady state of light distribution within scene Iterative algorithms (better with more effort) Appearance of objects is tightly inter-dependent Need to try harder to expose performance potential

In the actual world Light is emitted from sources bounces off objects (and disperses) reaches the eye or camera sensor Rays? Light is quantized (photons) Photon bundles rays more practical

A ray s journey What happens with each bounce?

Light paths Reality L(D S)*E OpenGL/WebGL L(D S)E Ray tracing L(D S)S*E Radiosity LD*E

Forward or backward? Forward ray tracing is physically intuitive but many rays wasted need to spawn many rays to ensure Backward ray tracing Track rays from camera and out into the world (hopefully reaching a light source!)

(backward) Ray tracing

Recursive ray tracing

Recursive ray tracing

Recursive ray tracing Each ray allowed a maximum of N bounces First N-1 bounces are specular (reflections) Last bounce allowed to be specular and/or diffuse (apply chosen local lighting model) At every bounce spawn : (a) reflection, (b) shadow, and (c) transmission rays

Recursive ray tracing Reflection rays Model specular reflection Single ray, in the mirror-reflection direction Age rays with each reflection (stop spawning after N-1 bounces)

Recursive ray tracing Shadow rays Last bounce of each trace (but spawn at every bounce, just in case ray can reach light with fewer bounces) If any object intersected, ray dies (light source shadowed) If light reached, apply local (e.g. Phong) model ( eye direction is the incoming ray direction)

Recursive ray tracing Transmission rays Spawn at each bounce, if a transparent object has been reached Outgoing direction : Use Snell s law (need to know refractive indices) Spawn another ray upon exiting object

Recursive ray tracing Implementation considerations How do we find ray-object intersections? How are objects modeled? Acceleration structures? Coherence?

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