Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline

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Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taonomy of Methods http://www.cs.ucsd.edu/~ravir Outline of Lecture Taonomy of methods/papers And send basic info: Name, e-mail, status (Senior, PhD etc.) Background in graphics/comments Will you be taking course grades or P/F Basic Hardware Pipeline Geometry or Verte Pipeline Application Geometry Rasterizer CPU GPU Model, View Transform Lighting Projection Clipping Screen These fied function stages can be replaced by a general per-verte calculation using verte shaders in modern programmable hardware Create geometry, lights, materials, tetures, cubemaps, as inputs Transform and lighting calcs. Apply per-verte operations Tetures, Cubemaps Per-piel (per-fragment) operations Rasterization (scan conversion) Piel or Fragment Pipeline Teture Mapping Z-buffering Framebuffer These fied function stages can be replaced by a general per-fragment calculation using fragment shaders in modern programmable hardware Vertices Images GPU Programmable Shaders Programmable in Modern GPUs (Verte Shader) Geometry Primitive Operations Piel Operations Scan Conversion (Rasterize) Teture Memory Programmable in Modern GPUs (Fragment Shader) Fragment Operations Framebuffer Traditional Approach: Fied function pipeline (state machine) New Development (2003-): Programmable pipeline 1

Outline of Lecture Taonomy of methods/papers Reflection Equation ) + L i (, )f (, )( Emission Incident BRDF Cosine of Reflection Equation Reflection Equation (, )f (, )( Emission Incident BRDF Cosine of d L (, ω ) L (, ω ) L(, ω ) f(, ω, ω )cosθdω = + Replace sum with integral r r e r i i i r i i Ω Emission Incident Rendering Equation Surfaces (interreflection) da Rendering Equation (Kajiya 86) d ) + L (, ω r i i r i i Ω Emission Reflected Light UNKNOWN KNOWN UNKNOWN KNOWN KNOWN 2

Rendering Equation as Integral Equation ) + L (, ω r i i r i i Ω Emission Reflected Light UNKNOWN l(u) = e(u) + KNOWN UNKNOWN KNOWN KNOWN Is a Fredholm Integral Equation of second kind [etensively studied numerically] with canonical form l(v) K(u,v)dv Kernel of equation Linear Operator Equation lu () = eu () + lv () Ku (,) v dv Kernel of equation Light Transport Operator L = E + KL Can be discretized to a simple matri equation [or system of simultaneous linear equations] (L, E are vectors, K is the light transport matri) Ray Tracing and etensions General class numerical Monte Carlo methods Approimate set of all paths of light in scene L = E + KL IL KL = E (I K)L = E L = (I K) 1 E Binomial Theorem L = (I + K + K 2 + K 3 +...)E L = E + KE + K 2 E + K 3 E +... Ray Tracing L = E + KE + K 2 E + K 3 E +... Emission directly From light sources Direct Illumination on surfaces Global Illumination (One bounce indirect) [Mirrors, Refraction] (Two bounce indirect) [Caustics etc] Ray Tracing L = E + KE + K 2 E + K 3 E +... Emission directly From light sources OpenGL Shading Direct Illumination on surfaces Global Illumination (One bounce indirect) [Mirrors, Refraction] (Two bounce indirect) [Caustics etc] Outline of Lecture Taonomy of methods/papers 3

OpenGL: Sum of Components f ( )( Emission Incident Ambient Emission Diffuse Specular Ambient term Global constant (sometimes per light) added to everything In addition to other terms in reflection equation Fakes indirect illumination, broad area lights Prevents completely black regions etc. Hack, no physical basis Emissive Term (for Light Sources) f ( )( Emission Incident Diffuse Term (Lambertian Reflection) f d ( Emission Incident albedo Cosine of BRDF constant (Lambertian) ; mult. by diffuse albedo Specular Term (Phong) Specular Term (Blinn-Phong) Emission n ω h Incident (ω h s Blinn-Phong model (using half-angle) (s is shininess) ωi + ωo ωh = ω + ω i o ωr 4

Outline of Lecture Taonomy of methods/papers Syllabus / Taonomy: Basic Hardware Basic Hardware Techniques (net wk) Shadow Mapping Environment Mapping Graphics Hardware Geometry Engine (82) Reality Engine (83) Realistic Hardware-Accelerated Shading and Lighting Real-Time Procedural Shading (01) Ray Tracing on Graphics Hardware (02) Brook: Stream Computing (04) Photon mapping on hardware (03) GPU-Based Interactive Global Illumination (09) High Quality Hardware Shading Heidrich 99, one of first papers. Hardware tricks (before current programmable graphics; in standard OpenGL) Purcell et al. 02, map ray tracing to standard programmable hardware scanline pipeline General Programmable Shading First programmable shading systems for hardware Peercy et al. 00: Multipass OpenGL implementation of RenderMan (OpenGL as general SIMD machine) Proudfoot et al. 01: Multiple computation frequencies (precursor to verte, fragment shaders) Mark et al. 03: Describes nvidia s Cg: one of first commercial high-level shading languages Lindholm et al. 01, first nvidia verte shaders (GeForce 3) Shadow Mapping Classic technique to add comple curved shadows Williams 78, oldest paper we read in course Many recent etensions for programmable hardware Soft shadows: Agrawala 00 Comple geometry like hair: Lokovic and Veach 00 Adaptive techniques: Fernando 01, Stamminger 02, Sen 03 Syllabus/Taonomy Hardware Ray Tracing Multi-Level CPU Ray Tracing (05) OptiX (10) Embree (14) Image-Based Rendering (background) Light Fields and Lumigraphs (96) Surface Light Fields (00) Reflectance Fields (00) Signal Processing (background) Plenoptic Sampling (00) Signal-Processing Framework (01) Frequency Analysis of Light Transport (05) 5

New Ideas Precomputed Rendering Precomputed Radiance Transfer (02) Clustered PCA (03) All-Frequency Shadows (03) Newer Papers (09, 11, 13) Sparse Sampling and Reconstruction (background) (08,09,12) Ais-Aligned Filtering (12,13) Sampling of Recent Work Anisotropic Spherical Gaussians (13) Convolution Shadows, Volumes (13) Ais-Aligned Distribution Effects (14) Interreflections all-frequency BRDFs (14) Dynamic ray stream traversal (14) Machine learning filtering noise (15) Precomputed Transfer Precompute on static scenes, followed by real-time relighting, changing view. Can capture most comple shading effects. Sloan et al. 02,03: Low-frequency SH, compression Ng et al. 03, 04: Wavelets all-frequency, relight, view change Sloan 04, Wang 04: Factored BRDFs all-frequency relighting Outline of Lecture Taonomy of methods/papers Paper Presentations E-mail me the top 3-5 papers you want to present Only those that say presented by students Brief description of projects net week (see schedule) Project milestone and final proposal 3 weeks after Questions? 6