SAMPLING AND NOISE. Increasing the number of samples per pixel gives an anti-aliased image which better represents the actual scene.

Similar documents
THE SAMPLING TAB. Pixel Samples. Ray Variance Antialiasing. H16 Mantra User Guide

Raycast Rendering Maya 2013

Global Illumination. COMP 575/770 Spring 2013

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

Lecture 18: Primer on Ray Tracing Techniques

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

Ray Tracing. Kjetil Babington

COMP371 COMPUTER GRAPHICS

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

Ray-Tracing. Misha Kazhdan

Distributed Ray Tracing

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source

Photorealism: Ray Tracing

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component

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

Fog and Cloud Effects. Karl Smeltzer Alice Cao John Comstock

Advanced Distant Light for DAZ Studio

The Animation Process. Lighting: Illusions of Illumination

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics

IBL/GI & GLASS. Getting Realistic Results By Yon Resch. The Three Types of GI lighting and Glass

Chapter 11. Caustics and Global Illumination

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

Chapter 17: The Truth about Normals

Lighting and Shading

Illumination & Shading: Part 1

Distribution Ray Tracing

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

LIGHTING - 1. Note. Lights. Ambient occlusion

Global Illumination The Game of Light Transport. Jian Huang

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

There are many kinds of surface shaders, from those that affect basic surface color, to ones that apply bitmap textures and displacement.

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

Ok, so to get started we will take a look at the settings in the Render setup. If we were to take a render right now this is what we would see...

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

Me Again! Peter Chapman. if it s important / time-sensitive

Enhancing Traditional Rasterization Graphics with Ray Tracing. October 2015

Photorealistic 3D Rendering for VW in Mobile Devices

Indirect Illumination

9. Illumination and Shading

Reading. Distribution Ray Tracing. BRDF, revisited. Pixel anti-aliasing. ω in. Required: Shirley, section Further reading:

Illumination Algorithms

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

Recursive Ray Tracing. Ron Goldman Department of Computer Science Rice University

Problem Set 4 Part 1 CMSC 427 Distributed: Thursday, November 1, 2007 Due: Tuesday, November 20, 2007

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

Photo Studio Optimizer

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

Indirect Illumination

Today. Anti-aliasing Surface Parametrization Soft Shadows Global Illumination. Exercise 2. Path Tracing Radiosity

Global Rendering. Ingela Nyström 1. Effects needed for realism. The Rendering Equation. Local vs global rendering. Light-material interaction

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

CS 148, Summer 2012 Introduction to Computer Graphics and Imaging Justin Solomon

Anti-aliasing and Monte Carlo Path Tracing. Brian Curless CSE 457 Autumn 2017

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak

Topics and things to know about them:

CS5620 Intro to Computer Graphics

Photoshop PSD Export. Basic Tab. Click here to expand Table of Contents... Basic Tab Additional Shading Tab Material Tab Motion Tab Geometry Tab

Ray Tracing III. Wen-Chieh (Steve) Lin National Chiao-Tung University

CSE 681 Illumination and Phong Shading

Simple Lighting/Illumination Models

Mental Ray for BK5100

Shadows. COMP 575/770 Spring 2013

Interactive Methods in Scientific Visualization

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

Computer Graphics. Illumination and Shading

Ray Tracing. Local Illumination. Object Space: Global Illumination. Image Space: Backward Ray Tracing. First idea: Forward Ray Tracing

Physically Realistic Ray Tracing

Anti-aliasing. Images and Aliasing

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

Distribution Ray Tracing. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell

Anti-aliasing and Monte Carlo Path Tracing. Brian Curless CSE 557 Autumn 2017

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.

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

Anti-aliasing and Monte Carlo Path Tracing

COMP 4801 Final Year Project. Ray Tracing for Computer Graphics. Final Project Report FYP Runjing Liu. Advised by. Dr. L.Y.

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

Reading. 8. Distribution Ray Tracing. Required: Watt, sections 10.6,14.8. Further reading:

Ø Sampling Theory" Ø Fourier Analysis Ø Anti-aliasing Ø Supersampling Strategies" Ø The Hall illumination model. Ø Original ray tracing paper

RAYTRACING. Christopher Peters INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION. HPCViz, KTH Royal Institute of Technology, Sweden

The Rendering Equation and Path Tracing

This work is about a new method for generating diffusion curve style images. Although this topic is dealing with non-photorealistic rendering, as you

Introduction. Chapter Computer Graphics

EECS 487: Interactive Computer Graphics

Ray tracing. EECS 487 March 19,

Chapter 4- Blender Render Engines

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

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

Computer Graphics Tick 1

3ds Max certification prep

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.

UNIT C: LIGHT AND OPTICAL SYSTEMS

Glass Gambit: Chess set and shader presets for DAZ Studio

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

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

CS Computer Graphics: Introduction to Ray Tracing

CS Computer Graphics: Introduction to Ray Tracing

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

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

Transcription:

SAMPLING AND NOISE When generating an image, Mantra must determine a color value for each pixel by examining the scene behind the image plane. Mantra achieves this by sending out a number of rays from the camera s position until they hit an object in the scene. Every time a ray hits an object, it will return some piece of information about the object (Its color, for instance). This process can broadly be described as Sampling the scene. Sampling once per pixel, however, can cause aliasing where information is lost between samples. This is particularly evident in scenes with more variety in shapes and colors. Increasing the number of samples per pixel gives an anti-aliased image which better represents the actual scene.

The samples described above could be described as Primary rays (or pixel samples). They can determine the overall quality of the image being rendered, especially with regard to the shape and accuracy of the objects in the scene. For other aspects of an image, like lighting, reflections and refractions, more rays must be cast into the scene, originating from the hit location of the primary rays. For each primary ray, Mantra will fire at least one Secondary ray. These secondary rays can be divided into two types - Direct and Indirect. Direct and Indirect Rays Direct Rays can be described as rays which deal with Lights. This generally means that the rays travel from some position in the scene toward the various light sources. These rays determine if a surface is in shadow, and if not, lighting information can be calculated. The same aliasing problems described previously can exist with these direct rays, resulting in a noisy image. You will usually find noise from direct sources showing up when rendering specular

highlights or the soft edges of shadows cast from area lights. In these cases, it may be necessary to send more direct rays. When evaluating the effect of sending more Direct Rays in your renders, it can sometimes be challenging to separate one source of noise from another. Adding the Direct Lighting ( per component ) image plane will allow you view the direct contribution of each component separately. When attempting to optimize the number of direct rays in your scene, the Direct Samples image plane can be added. This plane will show you the number of direct rays used throughout your image displayed as intensity.

Indirect Rays can be described as rays which deal with objects and their surface properties. This generally means that rays travel from some position in the scene in directions determined by the shader attached to the object. Refraction rays will travel through objects, Reflection Rays will bounce, and Diffuse Rays will scatter in a random direction within a hemispherical distribution. With indirect rays, aliasing can be much worse than with Direct rays and usually the greatest cause of noise in a render. Generally speaking, small, very bright features will cause the most noise in indirect samples soft reflections of very bright specular highlights on other objects, for example. In these cases, it may be necessary to send more direct rays.

When evaluating the effect of sending more Indirect Rays in your renders, it can sometimes be challenging to separate one source of noise from another. Adding the Indirect Lighting ( per component ) image plane will allow you view the direct contribution of each component separately. When attempting to optimize the number of indirect rays in your scene, the Indirect Samples image plane can be added. This plane will show you the number of indirect rays used throughout your image.

VOLUMES Sampling volumetric objects requires a different approach than sampling surfaces. While direct rays are still used, they must sample the volume multiple times while travelling through the volume. Indirect rays behave in a similar fashion, sent multiple times as the ray steps through the volumetric object. This means that sampling volumes is a much more expensive process than sampling a surface. As a ray travels through a volume, it moves forward at a rate determined by the Volume Quality. At each step, it evaluates the shader and accumulates the density of the volume. Because these

density values can vary drastically throughout the volume, nearby rays can calculate substantially different values, introducing noise into the render. In these cases, it may be necessary to send out more direct and indirect rays or to take smaller steps through the volume. Even at low sampling rates, it can be costly to render clean images of volumetric data. This is because the shading is run for every step through the volume. However, mantra has a variety of ways to optimize volume rendering which can decrease render times without sacrificing detail. One optimization, known as Stochastic Transparency, decouples the accumulation of density values from the shading samples. This means that the amount of sampling can be greatly reduced as variations in lighting information is less obvious than variations in density.

When evaluating the effect of sending more Direct and Indirect rays in your renders, it can sometimes be challenging to separate one source of noise from another. Adding the Direct Lighting ( per component) and Indirect Lighting ( per component ) image planes will allow you view the direct and indirect volume contributions separately.