rendering equation computer graphics rendering equation 2009 fabio pellacini 1

Similar documents
rendering equation computer graphics rendering equation 2009 fabio pellacini 1

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

Visual Appearance and Color. Gianpaolo Palma

2/1/10. Outline. The Radiance Equation. Light: Flux Equilibrium. Light: Radiant Power. Light: Equation. Radiance. Jan Kautz

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

Reflection models and radiometry Advanced Graphics

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

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

The Rendering Equation. Computer Graphics CMU /15-662

Rendering Equation. Physically-Based Rendering. Physically-Based Rendering. Models of Light

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

Introduction to Radiosity

CS184 LECTURE RADIOMETRY. Kevin Wu November 10, Material HEAVILY adapted from James O'Brien, Brandon Wang, Fu-Chung Huang, and Aayush Dawra

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

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

COMPUTER GRAPHICS COURSE. LuxRender. Light Transport Foundations

The Rendering Equation and Path Tracing

Illumination. Illumination CMSC 435/634

Global Illumination. CSCI 420 Computer Graphics Lecture 18. BRDFs Raytracing and Radiosity Subsurface Scattering Photon Mapping [Ch

Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao

Illumination and Shading - II

Lighting - the Radiance Equation

THE goal of rendering algorithms is to synthesize images of virtual scenes. Global illumination

SOME THEORY BEHIND REAL-TIME RENDERING

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

Radiometry and reflectance

CS 5625 Lec 2: Shading Models

Shading. Brian Curless CSE 557 Autumn 2017

The Rendering Equation. Computer Graphics CMU /15-662, Fall 2016

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

Introduction. Lighting model Light reflection model Local illumination model Reflectance model BRDF

Lecture 7 - Path Tracing

Radiometry. Radiometry. Measuring Angle. Solid Angle. Radiance

BRDF Computer Graphics (Spring 2008)

CSE 681 Illumination and Phong Shading

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

Illumination Models and Shading

Capturing light. Source: A. Efros

Reflectance & Lighting

Lecture 4: Reflection Models

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

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

Lighting and Reflectance COS 426

Fundamentals of Rendering - Reflectance Functions

The Rendering Equation Philip Dutré. Course 4. State of the Art in Monte Carlo Global Illumination Sunday, Full Day, 8:30 am - 5:30 pm

Radiometry. Reflectance & Lighting. Solid Angle. Radiance. Radiance Power is energy per unit time

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

6. Illumination, Lighting

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

Announcement. Lighting and Photometric Stereo. Computer Vision I. Surface Reflectance Models. Lambertian (Diffuse) Surface.

Biased Monte Carlo Ray Tracing

Lighting and Materials

BRDFs. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

Assignment 3: Path tracing

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10

And if that 120MP Camera was cool

Rendering Light Reflection Models

Korrigeringar: An introduction to Global Illumination. Global Illumination. Examples of light transport notation light

Skylight to enhance outdoor scenes Real-Time Graphics. The atmosphere. Rayleigh scattering. Jeppe Revall Frisvad.

Fundamentals of Rendering - Reflectance Functions

To Do. Advanced Computer Graphics. Course Outline. Course Outline. Illumination Models. Diffuse Interreflection

Paths, diffuse interreflections, caching and radiometry. D.A. Forsyth

A question from Piazza

CS770/870 Spring 2017 Radiosity

Lights, Surfaces, and Cameras. Light sources emit photons Surfaces reflect & absorb photons Cameras measure photons

Path Tracing part 2. Steve Rotenberg CSE168: Rendering Algorithms UCSD, Spring 2017

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

Visualisatie BMT. Rendering. Arjan Kok

CS770/870 Spring 2017 Radiosity

Raytracing & Epsilon. Today. Last Time? Forward Ray Tracing. Does Ray Tracing Simulate Physics? Local Illumination

Illumination. The slides combine material from Andy van Dam, Spike Hughes, Travis Webb and Lyn Fong

Realistic Image Synthesis

Illumination. Michael Kazhdan ( /657) HB Ch. 14.1, 14.2 FvDFH 16.1, 16.2

dq dt I = Irradiance or Light Intensity is Flux Φ per area A (W/m 2 ) Φ =

dq dt I = Irradiance or Light Intensity is Flux Φ per area A (W/m 2 ) Φ =

Motivation. Advanced Computer Graphics (Fall 2009) CS 283, Lecture 11: Monte Carlo Integration Ravi Ramamoorthi

Introduction to Computer Vision. Introduction CMPSCI 591A/691A CMPSCI 570/670. Image Formation

Motivation. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

Global Illumination and the Rendering Equation

Illumination Algorithms

Computer Graphics. Illumination and Shading

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

Precomputed Radiance Transfer: Theory and Practice

Introduction to Computer Vision. Week 8, Fall 2010 Instructor: Prof. Ko Nishino

7: Rendering (1) COMP Computer Graphics and Image Processing. Local illumination model. Global illumination model. Direct Direct.

Stochastic Path Tracing and Image-based lighting

EE Light & Image Formation

Lecture 7: Monte Carlo Rendering. MC Advantages

Image Formation: Light and Shading. Introduction to Computer Vision CSE 152 Lecture 3

Spectral Color and Radiometry

Family of Energy Conserving Glossy Reflection Models

Lecture 12: Photon Mapping. Biased Methods

Light Field Spring

Light, Reflectance, and Global Illumination

w Foley, Section16.1 Reading

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

Announcements. Image Formation: Light and Shading. Photometric image formation. Geometric image formation

CS6670: Computer Vision

Photon Mapping. Michael Doggett Department of Computer Science Lund university

CS667 Lecture Notes: Radiometry

Transcription:

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

phsicall-based rendering snthesis algorithms that compute images b simulation the phsical behavior of light computer graphics rendering equation 2009 fabio pellacini 2

phsicall-based rendering advantages predictive simulation can be used for architecture, engineering, photorealistic if simulation if correct, images will look real disadvantages reall slow simulation of phsics is computationall ver epensive need accurate geometr, 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 an other quantum particles captures: fluorescence, phosphorescence [Glassner et al., 1997] computer graphics rendering equation 2009 fabio pellacini 6

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

power and irradiance power: energ per unit time measured in Watts Joules/sec Φ irradiance: power per unit area measured in Watts/meter 2 E dq dt dφ da computer graphics rendering equation 2009 fabio pellacini 8

radiance power per unit projected area and solid angle depends on position and direction 5D Θ d da Φ d Φ 2 2 dωθ dacosθθdωθ cosθθ N Θ de cosθ dω Θ Θ [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 9

radiance most sensors readings and our ees are proportional to radiance computer graphics rendering equation 2009 fabio pellacini 10

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

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

radiance formulation between two points da 2 d Φ cosθ dω 2 d Φ da da r 2 cosθ cosθ dω da cosθ r 2 [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 13

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

material properties materials differ in the wa the scatter energ need phsical description of light scattering [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 15

BRDF bidirectional surface distribution function d Θ ρ, Θ de d Θ dω cosθ [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 16

BRDF properties reciprocit ρ, Θ ρ, Θ energ conservation : Θ Ω d Θcosθ dω Θ Θ de : Θ Ω ρ, Θcosθ dω Θ Θ 1 computer graphics rendering equation 2009 fabio pellacini 17

hemispherical formulation need outgoing radiance in a given direction from BRDF definition ρ, Θ d Θ dω cosθ determine reflected radiance r b integration over all incoming light r Θ d Θ Ω ρ, Θ cosθ dω computer graphics rendering equation 2009 fabio pellacini 18

hemispherical formulation need outgoing radiance in a given direction also consider light spontaneousl emitted b surface e Θ total radiance is the sum of emitted and reflected Θ e Θ + Θ r Θ + Ω e Θ + ρ, Θcos, dω N computer graphics rendering equation 2009 fabio pellacini 19

hemispherical formulation Θ + Ω e Θ + ρ, Θcosθ dω [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 20

intuition behind rendering equation Θ + Ω e Θ + ρ, Θcosθ dω [Bala] Θ Θ e computer graphics rendering equation 2009 fabio pellacini 21

intuition behind rendering equation Θ + Ω e Θ + ρ, Θcosθ dω integral equation indicates radiance at equilibrium computer graphics rendering equation 2009 fabio pellacini 22

visible point formulation point visible from in direction r, since energ is conserved in vacuum b substituting previous values in rendering eq. Θ + Ω e Θ + r, ρ, Θcosθ dω computer graphics rendering equation 2009 fabio pellacini 23

visible point formulation Θ + Ω e Θ + r, ρ, Θcosθ dω [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 24

area formulation compute solid angle visible from to dω da cosθ r 2 [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 25

area formulation b changing domain from hemisphere to scene and introducing eplicit visibilit evaluation V Θ + S e Θ + ρ, Θ cosθ 2 r cosθ Θ V, da G, cosθ cosθ Θ 2 r N N 2 computer graphics rendering equation 2009 fabio pellacini 26

computer graphics rendering equation 2009 fabio pellacini 27 area formulation Θ + + Θ Θ S e da V G,,, ρ [Dutré, Bekaert, Bala]

transport formulation e + T e + T e + TT e +... i 0 T i e [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 28

e Te e e + Te computer graphics rendering equation T 2 e 3 T e [Cornell PCG] transport formulation 3 +...+ T e e +...+ T e e 2 2009 fabio pellacini 29

direct and indirect illum. formulation direct illumination: radiance reaching a surface directl 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

computer graphics rendering equation 2009 fabio pellacini 31 direct and indirect illum. formulation Θ + Θ Θ r e...cos...cos Θ + Θ + Θ i d r e r d d ω θ ρ ω θ ρ

computer graphics rendering equation 2009 fabio pellacini 32 direct illumination formulation Ω Θ Θ ω θ ρ d e d cos, Θ Θ surface lights e d da V G,,, ρ rewrite in area formulation Θ Θ l l light e d da V G,,, ρ

computer graphics rendering equation 2009 fabio pellacini 33 indirect illumination formulation Ω Θ Θ ω θ ρ d r d cos, since, r r r Ω Θ Θ ω θ ρ d r r d cos,,

hemispherical integration 2D square I 1 f da S X 0 0 1 f, dd 2D hemisphere I Θ dω f ϕ, θ sinθdϕdθ Θ Θ Ω f 2π π 0 0 computer graphics rendering equation 2009 fabio pellacini 34

materials computer graphics rendering equation 2009 fabio pellacini 35

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

diffuse BRDF light is reflected equall in all directions ρd ρ, Θ π [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 37

diffuse BRDF ambertian shading model motivation d Θ ρ, Θ de ρd cosθ π dω C l k d cosθ computer graphics rendering equation 2009 fabio pellacini 38

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

gloss BRDFs light is reflected in man directions unequall man models eist [Dutré, Bekaert, Bala] computer graphics rendering equation 2009 fabio pellacini 40

gloss BRDFs Phong and Blinn models Phong model ρ, Θ k d + k s cos n θ r k d + k s R Θ n Blinn-Phong model ρ, Θ issues: non reciprocal non energ conserving k + d k s N H n computer graphics rendering equation 2009 fabio pellacini 41

gloss BRDFs modified Blinn-Phong model modified Blinn-Phong model ρ, Θ energ conservation ρd n + 2 + ρs π 2π ρ d + ρ s 1 H Θ n computer graphics rendering equation 2009 fabio pellacini 42

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

gloss BRDFs modified Phong model is modified Phong phsicall accurate? Phong accurate BRDF [afortune et al., 1997] computer graphics rendering equation 2009 fabio pellacini 44

gloss BRDFs better models analtic model phsicall motivated hard to capture ever material data-driven measure light reflectance encode in lookup table or fit resample when rendering computer graphics rendering equation 2009 fabio pellacini 45

etending 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