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

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

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

The Rendering Equation and Path Tracing

Global Illumination. COMP 575/770 Spring 2013

Motivation: Monte Carlo Path Tracing. Sampling and Reconstruction of Visual Appearance. Monte Carlo Path Tracing. Monte Carlo Path Tracing

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

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

Biased Monte Carlo Ray Tracing:

To Do. Real-Time High Quality Rendering. Motivation for Lecture. Monte Carlo Path Tracing. Monte Carlo Path Tracing. Monte Carlo Path Tracing

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

Choosing the Right Algorithm & Guiding

Physically Realistic Ray Tracing

11/2/2010. In the last lecture. Monte-Carlo Ray Tracing : Path Tracing. Today. Shadow ray towards the light at each vertex. Path Tracing : algorithm

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

Lecture 18: Primer on Ray Tracing Techniques

COMP371 COMPUTER GRAPHICS

Photon Maps. The photon map stores the lighting information on points or photons in 3D space ( on /near 2D surfaces)

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

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

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

Global Illumination The Game of Light Transport. Jian Huang

Global Illumination. Why Global Illumination. Pros/Cons and Applications. What s Global Illumination

GAMES Webinar: Rendering Tutorial 2. Monte Carlo Methods. Shuang Zhao

Monte Carlo Path Tracing. The Rendering Equation

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

Recent Advances in Monte Carlo Offline Rendering

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

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation

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

rendering equation camera all

Illumination Algorithms

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

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

The Rendering Equation. Computer Graphics CMU /15-662

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

03 RENDERING PART TWO

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

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

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

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

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

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

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

Lecture 12: Photon Mapping. Biased Methods

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

CS354R: Computer Game Technology

Rendering Part I (Basics & Ray tracing) Lecture 25 December 1, 2015

Biased Monte Carlo Ray Tracing

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

Photon Mapping. Kadi Bouatouch IRISA

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

Lighting and Shading

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

Stochastic Path Tracing and Image-based lighting

REAL-TIME GPU PHOTON MAPPING. 1. Introduction

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Photon Mapping. Michael Doggett Department of Computer Science Lund university

782 Schedule & Notes

Monte Carlo Ray Tracing. Computer Graphics CMU /15-662

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

Photon Mapping. Photon Mapping. Why Map Photons? Sources. What is a Photon? Refrac=on of a Caus=c. Jan Kautz

Monte-Carlo Ray Tracing. Antialiasing & integration. Global illumination. Why integration? Domains of integration. What else can we integrate?

CPSC GLOBAL ILLUMINATION

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

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

Wednesday, 26 January 2005, 14:OO - 17:OO h.

The V-Ray installer will automatically remove any previous installations. This will allow you to seamlessly upgrade from previous versions.

Lecture 7 - Path Tracing

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

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

Ray Tracing. Kjetil Babington

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

Assignment 3: Path tracing

Luxo Jr. (Pixar, 1986) Last Time. Real Cameras and Ray Tracing. Standard Rasterization. Lights, Cameras, Surfaces. Now Playing:

CS770/870 Spring 2017 Radiosity

Chapter 11. Caustics and Global Illumination

Advanced Graphics. Global Illumination. Alex Benton, University of Cambridge Supported in part by Google UK, Ltd

Photon Mapping. Due: 3/24/05, 11:59 PM

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm

Sung-Eui Yoon ( 윤성의 )

Image Synthesis. Global Illumination. Why Global Illumination? Achieve more photorealistic images

Shading I Computer Graphics I, Fall 2008

Mixing Monte Carlo and Progressive Rendering for Improved Global Illumination

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Variance Reduction. Computer Graphics CMU /15-662, Fall 2016

Lecture 7: Monte Carlo Rendering. MC Advantages

Introduction to Photon Mapping RADIANCE Workshop 2010 Course Advanced Fenestration

Metropolis Light Transport

In the real world, light sources emit light particles, which travel in space, reflect at objects or scatter in volumetric media (potentially multiple

CS770/870 Spring 2017 Radiosity

Monte Carlo Ray-tracing and Rendering

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

MITOCW MIT6_172_F10_lec18_300k-mp4

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

Comp 410/510 Computer Graphics. Spring Shading

Today. Rendering algorithms. Rendering algorithms. Images. Images. Rendering Algorithms. Course overview Organization Introduction to ray tracing

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

Photorealism: Ray Tracing

13 Distribution Ray Tracing

Transcription:

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

Importance Sampling Combine importance sampling techniques Reflectance function (diffuse + specular) Light source What if a path for diffuse reflectance (unimportant) accidentally hits a light source? Unimportant path turns out to be important Variance! Path Tracing and Photon Mapping 2

Multiple Importance Sampling Look at all importance sampling techniques when determining the weight Not only at the technique used to select the sample Requires the weights of all used importance sampling techniques p ω = w 1 p 1 ω + w 2 p 2 (ω ) L o x, ω = L e x, ω + f r x, ω, ω L i x, ω p ω Path Tracing and Photon Mapping 3

Bidirectional Path Tracing Can be very unlikely to find a path to a light source Also construct the path from the light source Try to connect all path vertices Path Tracing and Photon Mapping 4

Bidirectional Path Tracing Can find multiple functional paths at once Create path weight similar to multiple importance sampling Still unbiased Path is still fully random Weights correct for bias Path Tracing and Photon Mapping 5

Stratified Sampling Randomize samples within intervals Normal sampling Stratified sampling Path Tracing and Photon Mapping 6

Stratified Sampling Can vary region size Add weight to correct bias Discretized importance sampling Path Tracing and Photon Mapping 7

Ray tracing Path tracing Variance reduction Photon mapping Subsurface scattering PHOTON MAPPING Path Tracing and Photon Mapping 8

Photon Mapping Different acceleration approach Caching Overview First phase: shoot photons from light source and store their intersections Second phase: ray trace and collect photons Path Tracing and Photon Mapping

Photon Mapping For indirect lighting and caustics Distributed ray tracing for direct lighting and perfect specular reflections Very high quality caustics can be obtained Strong point of photon mapping Path Tracing and Photon Mapping 10

First Phase Shoot photons from light sources Similar to path tracing Store photon at each intersection Photon contains Position Intensity (red, green and blue) Incident angle Path Tracing and Photon Mapping 11

First Phase Shoot more photons towards refracting objects Creates more detailed caustics Number of photons commonly in the order of ~300.000 Path Tracing and Photon Mapping 12

Photon Storage Store in a texture? Hard to determine resolution Incident angle information lost Correct texture mapping can be difficult Store in a spatial (3D) structure, the photon map Kd-tree Additional kd-tree for caustics Path Tracing and Photon Mapping 13

Second Phase Based on distributed ray tracing Calculate direct lighting Gather indirect lighting from the photon map Caustics Retrieve all refracted direct light from the caustics photon map Path Tracing and Photon Mapping 14

Second Phase Retrieve light from the photon map Nearest neighbor search in the kd-tree Find nearest N photons Normalize for photon density Divide intensity by the disk surrounding the photons Apply reflectance function Photon map part of the lighting: L o x, ω = 1 πr 2 N p=1 f r(x, ω p, ω)l p (Original rendering equation: L o x, ω = L e x, ω + f r x, ω, ω L i x, ω dω ) Ω Path Tracing and Photon Mapping 15

Final Gather Too few photons results in artifacts Can add a final gather step Do one non-recursive integration for indirect light Very expensive Path Tracing and Photon Mapping 16

Unbiased Is photon mapping unbiased? No But it is consistent Converges to the correct result when increasing the number of photons Depends on the implementation Is this a disadvantage? Less elegant from mathematical point of view No noise! Better from a practical perspective Path Tracing and Photon Mapping 17

Optimization Common optimization are shadow photons Stored at non-first intersections (for direct light) Photon Shadow photon Optimizes distributed ray tracing phase Can estimate if the point is (partially) shadowed Faster direct lighting computation Path Tracing and Photon Mapping 18

Recap First phase Shoot rays from the light source which bounce around in the scene Store a photon for each intersection in the photon map (kd-tree) Second phase Render an image from the camera using distributed ray tracing Gather the indirect light from nearby photons in the photon map Path Tracing and Photon Mapping 19

Comparison Difference with path tracing No high-frequency noise Photon map can be re-used when changing the view But not when objects move Requires storage between phases (photon map) Construct and query the kd-tree Path tracer requires no intermediate storage Path Tracing and Photon Mapping 20

Ray tracing Path tracing Variance reduction Photon mapping Subsurface scattering SUBSURFACE SCATTERING Path Tracing and Photon Mapping 21

Again? Previously discussed Partial translucency and texture-space diffusion Simulation on a macro scale Real-time performance Ray based simulation Simulation on a micro scale Physically correct, but slow Path Tracing and Photon Mapping

Monte Carlo Scattering Simulate a photon through a scattering medium Repeatedly, after a distance interval: The photon is scattered A part of the energy of the photon is absorbed Can be used with path tracing and photon mapping Path Tracing and Photon Mapping 23

Monte Carlo Scattering Vary scattering and absorption parameters Path Tracing and Photon Mapping 24

Overview Topics (Distributed) ray tracing Path tracing Variance reduction techniques Photon mapping Monte Carlo subsurface scattering Path Tracing and Photon Mapping 25

Next time Radiosity Different solution to the same problem Path Tracing and Photon Mapping 26