Effects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline

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Computer Graphics (Fall 2008) COMS 4160, Lecture 15: Ray Tracing http://www.cs.columbia.edu/~cs4160 Effects needed for Realism (Soft) Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass) Interreflections (Color Bleeding) Complex Illumination (Natural, Area Light) Realistic Materials (Velvet, Paints, Glass) And many more Ray Tracing Different Approach to Image Synthesis as compared to Hardware pipeline (OpenGL) Pixel by Pixel instead of Object by Object Easy to compute shadows/transparency/etc Image courtesy Paul Heckbert 1983 Ray Tracing: History Appel 68 Whitted 80 [recursive ray tracing] Landmark in computer graphics Lots of work on various geometric primitives Lots of work on accelerations Real-Time raytracing (historically, slow technique) Ray tracing architecture Section 10 in text

Ray Casting Produce same images as with OpenGL Visibility per pixel instead of Z-buffer Find nearest object by shooting rays into scene Shade it as in standard OpenGL Section 10.1-10.2 in text (we show visually, omitting math) Ray Casting Comparison to hardware scan-line Per-pixel evaluation, per-pixel rays (not scan-convert each object). On face of it, costly But good for walkthroughs of extremely large models (amortize preprocessing, low complexity) More complex shading, lighting effects possible Ray Multiple intersects misses intersections: all object: objects: shade Use Pixel closest using colored color, one black (as lights, does materials OpenGL) Shadows Light Source Shadow ray to light is unblocked: object object in visible shadow 10.5 in textbook

Shadows: Numerical Issues Numerical inaccuracy may cause intersection to be below surface (effect exaggerated in figure) Causing surface to incorrectly shadow itself Move a little towards light before shooting shadow ray Mirror Reflections/Refractions Generate reflected ray in mirror direction, Get reflections and refractions of objects 10.6 in textbook Recursive Ray Tracing For each pixel Trace Primary Eye Ray, find intersection Trace Secondary Shadow Ray(s) to all light(s) Color = Visible? Illumination Model : 0 ; Trace Reflected Ray Color += reflectivity * Color of reflected ray Problems with Recursion Reflection rays may be traced forever Generally, set maximum recursion depth Same for transmitted rays (take refraction into account) Also see section 10.4 in text Effects needed for Realism (Soft)Shadows Reflections (Mirrors and Glossy) Transparency (Water, Glass) Interreflections (Color Bleeding) Complex Illumination (Natural, Area Light) Realistic Materials (Velvet, Paints, Glass) Turner Whitted 1980 Discussed in this lecture Not discussed but possible with distribution ray tracing (10.11) Hard (but not impossible) with ray tracing; radiosity methods

Ray/Object Intersections Heart of Ray Tracer One of the main initial research areas Optimized routines for wide variety of primitives Various types of info Shadow rays: Intersection/No Intersection Primary rays: Point of intersection, material, normals Texture coordinates Work out examples Triangle, sphere, polygon, general implicit surface Section 10.3 Ray-Tracing Transformed We have an optimized ray-sphere test But we want to ray trace an ellipsoid Solution: Ellipsoid transforms sphere Apply inverse transform to ray, use ray-sphere Allows for instancing (traffic jam of cars) Mathematical details worked out in class Section 10.8 of text Acceleration Testing each object for each ray is slow Fewer Rays Adaptive sampling, depth control Generalized Rays Beam tracing, cone tracing, pencil tracing etc. Faster Intersections Optimized Ray-Object Intersections Fewer Intersections Acceleration Structures Bounding boxes (possibly hierarchical) If no intersection bounding box, needn t check objects Ray Bounding Box Section 10.9 goes into more detail, we just discuss some approaches at high level Spatial Hierarchies (Oct-trees, kd trees, BSP trees)

Acceleration Structures: Grids Interactive Raytracing Ray tracing historically slow Now viable alternative for complex scenes Key is sublinear complexity with acceleration; need not process all triangles in scene Allows many effects hard in hardware OpenRT project real-time ray tracing (http://www.openrt.de) Raytracing on Graphics Hardware Modern Programmable Hardware general streaming architecture Can map various elements of ray tracing Kernels like eye rays, intersect etc. In vertex or fragment programs Convergence between hardware, ray tracing [Purcell et al. 2002, 2003] http://graphics.stanford.edu/papers/photongfx