rendering equation computer graphics rendering equation 2009 fabio pellacini 1

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Transcription:

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer graphics rendering equation 2009 fabio pellacini 2

physically-based rendering advantages predictive simulation can be used for architecture, engineering, photorealistic if simulation if correct, images will look real disadvantages (really) slow simulation of physics is computationally very expensive need accurate geometry, materials and lights otherwise just a correct solution to the wrong problem computer graphics rendering equation 2009 fabio pellacini 3

models of light geometric optics light particles travel in straight lines light particles do not interact with each other describes: emission, reflection/refraction, absorption [Stam et al., 1996] computer graphics rendering equation 2009 fabio pellacini 4

models of light wave optics light particles interact with each other describes: diffraction, interference, polarization [Gondek et al., 1997] computer graphics rendering equation 2009 fabio pellacini 5

models of light quantum optics light particles are like any other quantum particles captures: fluorescence, phosphorescence [Glassner et al., 1997] computer graphics rendering equation 2009 fabio pellacini 6

rendering equation describe physical behavior of light in vacuum filled with objects based on geometric optics principles can be extended to describe participating media can be extended to describe wavelenght dep. computer graphics rendering equation 2009 fabio pellacini 7

power and irradiance power: energy per unit time measured in Watts = Joules/sec irradiance: power per unit area measured in Watts/meter 2 computer graphics rendering equation 2009 fabio pellacini 8

radiance power per unit projected area and solid angle depends on position and direction (5D) [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 9

radiance most sensors readings (and your eyes) are proportional to radiance computer graphics rendering equation 2009 fabio pellacini 10

radiance notation notation follows [Dutré, Bekaert, Bala] radiance leaving from point x in direction Θ radiance coming to point x from direction Ψ solid angle for a direction Ψ in general computer graphics rendering equation 2009 fabio pellacini 11

radiance radiance is a function of wavelenght in practice, write equations for RGB we will use simplified notation without carry around the wavelength explicitly computer graphics rendering equation 2009 fabio pellacini 12

radiance formulation between two points [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 13

radiance properties invariance on straight paths in vacuum from energy conservation corollary: radiance does not change with distance [Shirley] computer graphics rendering equation 2009 fabio pellacini 14

material properties materials differ in the way they scatter energy need physical description of light scattering [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 15

BRDF bidirectional surface distribution function [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 16

BRDF properties reciprocity energy conservation computer graphics rendering equation 2009 fabio pellacini 17

hemispherical formulation need outgoing radiance in a given direction from BRDF definition determine reflected radiance L r by integration over all incoming light computer graphics rendering equation 2009 fabio pellacini 18

hemispherical formulation need outgoing radiance in a given direction also consider light spontaneously emitted by surface total radiance is the sum of emitted and reflected computer graphics rendering equation 2009 fabio pellacini 19

hemispherical formulation [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 20

intuition behind rendering equation x x [Bala] computer graphics rendering equation 2009 fabio pellacini 21

intuition behind rendering equation integral equation indicates radiance at equilibrium computer graphics rendering equation 2009 fabio pellacini 22

visible point formulation point visible from x in direction Ψ since energy is conserved in vacuum by substituting previous values in rendering eq. computer graphics rendering equation 2009 fabio pellacini 23

visible point formulation [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 24

area formulation compute solid angle visible from x to y [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 25

area formulation by changing domain from hemisphere to scene and introducing explicit visibility evaluation V computer graphics rendering equation 2009 fabio pellacini 26

area formulation [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 27

transport formulation [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 28

[Cornell PCG] transport formulation computer graphics rendering equation 2009 fabio pellacini 29

direct and indirect illum. formulation direct illumination: radiance reaching a surface directly from the light often efficient to sample using area formulation indirect illumination: radiance reaching a surface after bouncing at least once on another surface often efficient to sample using hemisphere formulation computer graphics rendering equation 2009 fabio pellacini 30

direct and indirect illum. formulation computer graphics rendering equation 2009 fabio pellacini 31

direct illumination formulation rewrite in area formulation computer graphics rendering equation 2009 fabio pellacini 32

indirect illumination formulation since computer graphics rendering equation 2009 fabio pellacini 33

hemispherical integration 2D square 2D hemisphere computer graphics rendering equation 2009 fabio pellacini 34

materials computer graphics rendering equation 2009 fabio pellacini 35

physically-based materials capture realistic appearance is necessary [Cornell PCG] computer graphics rendering equation 2009 fabio pellacini 36

diffuse BRDF light is reflected equally in all directions [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 37

diffuse BRDF Lambertian shading model motivation computer graphics rendering equation 2009 fabio pellacini 38

specular BRDF light is reflected only in one direction [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 39

glossy BRDFs light is reflected in many directions unequally many models exist [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 40

glossy BRDFs Phong and Blinn models Phong model Blinn-Phong model issues: non reciprocal non energy conserving computer graphics rendering equation 2009 fabio pellacini 41

glossy BRDFs modified Blinn-Phong model modified Blinn-Phong model energy conservation computer graphics rendering equation 2009 fabio pellacini 42

glossy BRDFs modified Phong model is modified Phong physically accurate? Phong accurate BRDF [LaFortune et al., 1997] photograph computer graphics rendering equation 2009 fabio pellacini 43

glossy BRDFs modified Phong model is modified Phong physically accurate? Phong accurate BRDF [LaFortune et al., 1997] computer graphics rendering equation 2009 fabio pellacini 44

glossy BRDFs better models analytic model physically motivated hard to capture every material data-driven measure light reflectance encode in lookup table or fit resample when rendering computer graphics rendering equation 2009 fabio pellacini 45

extending the rendering equation computer graphics rendering equation 2009 fabio pellacini 46

participating media [Fedkiw et al.] computer graphics rendering equation 2009 fabio pellacini 47

subsurface scattering [Jensen et al.] computer graphics rendering equation 2009 fabio pellacini 48

[Jensen] subsurface scattering computer graphics rendering equation 2009 fabio pellacini 49

subsurface scattering [Jensen et al.] computer graphics rendering equation 2009 fabio pellacini 50