Realistic Image Synthesis

Similar documents
Lecture 7: Monte Carlo Rendering. MC Advantages

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

Assignment 3: Path tracing

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

MULTI-DIMENSIONAL MONTE CARLO INTEGRATION

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

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

Reflection models and radiometry Advanced Graphics

13 Distribution Ray Tracing

Realistic Image Synthesis

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

INFOMAGR Advanced Graphics. Jacco Bikker - February April Welcome!

CS 563 Advanced Topics in Computer Graphics Monte Carlo Integration: Basic Concepts. by Emmanuel Agu

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

Motivation: Monte Carlo Rendering. Sampling and Reconstruction of Visual Appearance. Caustics. Illumination Models. Overview of lecture.

Lecture 12: Photon Mapping. Biased Methods

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

Re-rendering from a Dense/Sparse Set of Images

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

Parallel Monte Carlo Sampling Scheme for Sphere and Hemisphere

Global Illumination and Monte Carlo

Monte Carlo Integration

Choosing the Right Algorithm & Guiding

MONTE-CARLO PATH TRACING

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

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

Biased Monte Carlo Ray Tracing

The Rendering Equation and Path Tracing

Parallel Monte Carlo Approach for Integration of the Rendering Equation

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

Stochastic Path Tracing and Image-based lighting

Discussion. Smoothness of Indirect Lighting. History and Outline. Irradiance Calculation. Irradiance Caching. Advanced Computer Graphics (Spring 2013)

Recent Advances in Monte Carlo Offline Rendering

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

Realistic Camera Model

Monte Carlo Integration

Illumination. Courtesy of Adam Finkelstein, Princeton University

Improved Radiance Gradient Computation

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

Radiometry & BRDFs CS295, Spring 2017 Shuang Zhao

Numerical Integration

Global Illumination with Glossy Surfaces

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

CS580: Ray Tracing. Sung-Eui Yoon ( 윤성의 ) Course URL:

Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation. Carson Brownlee Peter S. Shirley Steven G.

Lighting and Reflectance COS 426

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

Biased Monte Carlo Ray Tracing:

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

Lecture 7 - Path Tracing

CS5620 Intro to Computer Graphics

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

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

Global Illumination The Game of Light Transport. Jian Huang

Ambien Occlusion. Lighting: Ambient Light Sources. Lighting: Ambient Light Sources. Summary

Radiometry. Radiometry. Measuring Angle. Solid Angle. Radiance

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

Rays and Throughput. The Light Field. Page 1

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

Electromagnetic waves and power spectrum. Rays. Rays. CS348B Lecture 4 Pat Hanrahan, Spring 2002

Rendering Equation & Monte Carlo Path Tracing I

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

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

SOME THEORY BEHIND REAL-TIME RENDERING

BRDF Computer Graphics (Spring 2008)

Shading and Illumination

An Effective Stratified Sampling Scheme for Environment Maps with Median Cut Method

Introduction to Radiosity

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

6. Illumination, Lighting

Global Illumination and the Rendering Equation

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

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

Efficient BRDF Importance Sampling Using A Factored Representation

Glossy Reflection. Objectives Modeling

Game Technology. Lecture Physically Based Rendering. Dipl-Inform. Robert Konrad Polona Caserman, M.Sc.

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

Spherical Harmonic Lighting: The Gritty Details Robin Green

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media. Vincent Pegoraro Ingo Wald Steven G. Parker

Realtime Shading of Folded Surfaces

The Light Field. Last lecture: Radiometry and photometry

Virtual Spherical Lights for Many-Light Rendering of Glossy Scenes

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

The Bidirectional Scattering Distribution Function as a First-class Citizen in Radiance. Greg Ward, Anyhere Software

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

Reflectance & Lighting

Today. Part 1: Ray casting Part 2: Lighting Part 3: Recursive Ray tracing Part 4: Acceleration Techniques

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

A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling

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

A question from Piazza

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

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

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

Capturing light. Source: A. Efros

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

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

Radiometry and reflectance

Monte Carlo Integration COS 323

Transcription:

Realistic Image Synthesis - BRDFs and Direct ighting - Philipp Slusalle Karol Myszowsi Gurprit Singh Realistic Image Synthesis SS8 BRDFs and Direct ighting

Importance Sampling Example Example: Generate Cosine weighted distribution Generate ray according to cosine distribution with respect to normal eed only average of the incident radiance Realistic Image Synthesis SS8 BRDFs and Direct ighting

Multidimensional Inversion Multidimensional Inversion Method (here D Goal: density function p(x, y with x a, b, y [c, d] Compute cumulative distribution function P x, y න න p x, y dx dy Realistic Image Synthesis SS8 BRDFs and Direct ighting c y a x Random variables along x are generated by integrating P over entire y-range (marginal density ξ P ξ, y ቚ yd P ξ ξ P (ξ ow, given x ξ we have a one-dimensional problem but we still need to normalize ξ ~ P x, ξ ቚ xξ P ξ ξ ~ P ξ ξ P (ξ P(d

Multidim. Inversion: Hemisphere Multidimensional probability function (p ω const c න Ω + p ω dω c න Ω + dω c π p ω π p θ, φ sin(θ π with dω sinθ dθdφ Marginal density function (integrating out φ π sinθ p θ න 0 π dφ sinθ ξ Conditional density function p φ θ p(θ, φ p(θ π P θ න 0 θ ξ P φ θ න sinθ dθ cosθ 0 φ π dφ φ π Inverting, with: if ( X is uniform in [0, ], so is X θ cos ξ cos ξ φ πξ Realistic Image Synthesis SS8 BRDFs and Direct ighting

Sampling a BRDF Uniformly distributed on the hemisphere (~dω x cos( ( y sin( ( acos( z Cosine distributed on the hemisphere (~cosθdω x cos( ( y sin( ( acos( z Cosine-power distributed on the hemisphere (~cos n θdω n acos( n+ n+ Realistic Image Synthesis SS8 BRDFs and Direct ighting x cos( ( + y sin( z ( n+ Also see Global Illumination Compentium by Philip Dutre (U. euven: http://www.cs.uleuven.ac.be/~phil/gi/

Realistic Image Synthesis SS8 BRDFs and Direct ighting Sampling a BRDF Phong BRDF Sampling the diffuse part Uniform on the hemisphere Better: Cosine distributed Sampling the glossy part Uniform on the hemisphere Better: Cosine distributed Cosine-power distributed Cdigon integrates only over positive hemisphere (see GI-Compendium d d d x f n i s i d i o i r cos cos cos cos,, ( + + + + d d I I ( cos ( s n s n s C I I I cos ( cos ( cos cos ( digon θ' θ

Direct ighting Computation eed to compute the integral See also Shirley et al.: MC-Techniques for Direct ighting Calculations Single light source, not too close (>/5 of its radius Small: /r has low variance, cosθ x has low variance Planar: cosθ y has low variance too Choose samples uniformly on light source geometry Sampling directions could have high variance For curved light sources Tae into account orientation/normal Realistic Image Synthesis SS8 BRDFs and Direct ighting

Direct ighting Computation Sampling projected solid angle 00 shadow rays Sampling light source area 00 shadow rays Realistic Image Synthesis SS8 BRDFs and Direct ighting

Direct ighting Computation Fixed sample location shadow ray each Random sample location shadow ray each Realistic Image Synthesis SS8 BRDFs and Direct ighting

Direct ighting Computation Sample locations on D grid 64 shadow ray Stratified random sample locations 64 shadow ray Realistic Image Synthesis SS8 BRDFs and Direct ighting

Direct ighting Computation Stratified random sample locations 6 shadow ray Stratified random sample locations 6 shadow ray Realistic Image Synthesis SS8 BRDFs and Direct ighting

Direct ighting Computation Importance sampling of many light sources Ray tracing cost grows with number of lights Approaches Equal probability (/ Fixed weights according to total power of light Sample as discrete probability density function Mae sure that pdf is not zero if light could be visible Must use conservative approximation Stratification through spatial subdivision Estimate the contribution of lights in each cell (e.g. octree Dynamic and adaptive importance sampling Compute a running average of irradiance at nearby points Use the relative contribution as the importance function Should use coherent sampling Might need to estimate separately for primary and secondary rays p i i i Realistic Image Synthesis SS8 BRDFs and Direct ighting

Direct ighting Computation Example: Sampling thousands of lights interactively At each pixel send random path into the scene & towards some light ow overhead since we already trace many rays per pixel Gives a rough estimate of light contribution to the entire image Tae maximum contribution of each light at any pixel Might want to average over several images (less variance Use this estimate for importance sampling Mae sure every light is sampled eventually Might ignore lights with very low probability (but introduces bias Trace samples OY from the eye Avoids touching the entire scene Minimizes woring set for very large scenes Published as [Wald et al., Interactive Global Illumination in Complex and Highly Occluded Environments, EGSR 03] Realistic Image Synthesis SS8 BRDFs and Direct ighting