The Rendering Equation & Monte Carlo Ray Tracing

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Last Time? Local Illumination & Monte Carlo Ray Tracing BRDF Ideal Diffuse Reflectance Ideal Specular Reflectance The Phong Model Radiosity Equation/Matrix Calculating the Form Factors Aj Ai Reading for Friday: Leftover From Last Time Calculating the Form Factors Advanced Radiosity Progressive Radiosity Adaptive Subdivision Discontinuity Meshing Hierarchical Radiosity photograph simulation Goral, Torrance, Greenberg & Battaile Modeling the Interaction of Light Between Diffuse Surfaces SIGGRAPH '84

Calculating the Form Factor Fij Form Factor Determination Fij = fraction of light energy leaving patch j that arrives at patch i The Nusselt analog: the form factor of a patch is equivalent to the fraction of the unit circle that is formed by taking the projection of the patch onto the hemisphere surface and projecting it down onto the circle. Fij = 1 Ai Ai Aj cos θi cos θj Vij daj dai π r2 Hemicube Algorithm Form Factor from Ray Casting A hemicube is constructed around the center of each patch Faces of the hemicube are divided into "pixels" Each patch is projected (rasterized) onto the faces of the hemicube Each pixel stores its pre-computed form factor The form factor for a particular patch is just the sum of the pixels it overlaps Patch occlusions are handled similar to z-buffer rasterization Cast n rays between the two patches Compute visibility (what fraction of rays do not hit an occluder) Integrate the point-to-point form factor Permits the computation of the patch-to-patch form factor, as opposed to point-to-patch Use this for HW3!

Questions? Leftover From Last Time Calculating the Form Factors Advanced Radiosity Progressive Radiosity Adaptive Subdivision Discontinuity Meshing Hierarchical Radiosity Lightscape http://www.lightscape.com Stages in a Radiosity Solution Input Geometry Emittance & Reflectance Properties Form Factor Calculation Why so costly? > 90% Solve the Radiosity Matrix < 10% Visualization (Rendering) Radiosity Image Initialize all radiosity values to 0 Each iteration, update the radiosity of each patch by gathering the contribution of radiosities from all other patches: (n3 for naive visibility calculation) Radiosity Solution Camera Position & Orientation Calculation & storage of n2 form factors Solving the Radiosity Matrix ~ 0% Radiosity values on iteration t+1 Radiosity values on iteration t Radiosity values only increase on each iteration This method is fundamentally a Gauss-Seidel relaxation

Progressive Refinement Goal: Provide frequent and timely updates to the user during computation Key Idea: Update the entire image at every iteration, rather than a single patch How? Instead of summing the light received by one patch, distribute the radiance of the patch with the most Use this undistributed radiance. for HW3! Progressive Refinement w/out Ambient Term Reordering the Solution for PR Shooting: the radiosity of all patches is updated for each iteration: This method is fundamentally a Southwell relaxation Progressive Refinement with Ambient Term

Questions? Leftover From Last Time Calculating the Form Factors Advanced Radiosity Progressive Radiosity Adaptive Subdivision Discontinuity Meshing Hierarchical Radiosity Lightscape http://www.lightscape.com Increasing the Accuracy of the Solution What s wrong with this picture? Adaptive Subdivision of Patches Image quality is a function of patch size Compute a solution on a uniform initial mesh, then refine the mesh in areas that exceed some error tolerance: shadow boundaries other areas with a high radiosity gradient Coarse patch solution (145 patches) Improved solution (1021 subpatches) Adaptive subdivision (1306 subpatches)

Discontinuity Meshing Optional Reading for Today: Limits of umbra and penumbra Captures nice shadow boundaries Complex geometric computation to construct mesh penumbra source blocker Fast and Accurate Hierarchical Radiosity Using Global Visibility Durand, Drettakis, & Puech 1999 umbra Hierarchical Radiosity Practical Problems with Radiosity Group elements when the light exchange is not important Meshing Breaks the quadratic complexity Control non trivial, memory cost memory robustness Form factors computation Cow-cow form factor? Diffuse limitation extension to specular takes too much memory

Today Questions? Lightscape Does Ray Tracing Simulate Physics? Monte-Carlo Integration Sampling Monte-Carlo Ray Tracing vs. Path Tracing http://www.lightscape.com Does Ray Tracing Simulate Physics? Forward Ray Tracing No. traditional ray tracing is also called backward ray tracing In reality, photons actually travel from the light to the eye Start from the light source But very, very low probability to reach the eye What can we do about it? Always send a ray to the eye. still not efficient Henrik Wann Jensen

Transparent Shadows? Is this Traditional Ray Tracing? What to do if the shadow ray sent to the light source intersects a transparent object? Pretend it s opaque? Multiply by transparency color? (ignores refraction & does not produce caustics) Unfortunately, ray tracing is full of dirty tricks Images by Henrik Wann Jensen No, Refraction and complex reflection for illumination are not handled properly in traditional (backward) ray tracing Refraction and the Lifeguard Problem Today Running is faster than swimming Water Lifeguard Beach Run Person in trouble Swim Does Ray Tracing Simulate Physics? Monte-Carlo Integration Sampling Monte-Carlo Ray Tracing vs. Path Tracing

Reading for Tuesday: Clean mathematical framework for light-transport simulation At each point, outgoing light in one direction is the integral of incoming light in all directions multiplied by reflectance property, Kajiya, SIGGRAPH 1986 L (,) is the radiance from a point on a surface in a given direction E(,) is the emitted radiance from a point: E is non-zero only if is emissive (a light source)

x ω Sum the contribution from all of the other surfaces in the scene For each x, compute L(x, ω), the radiance at point x in the direction ω (from x to ) x x ω scale the contribution by ρ(ω,), the reflectivity (BRDF) of the surface at ω For each x, compute V(x,), the visibility between x and : 1 when the surfaces are unobstructed along the direction ω, 0 otherwise

x Intuition about G(x,)? Which arrangement of two surfaces will yield the greatest transfer of light energy? Why? ω For each x, compute G(x, ), which describes the on the geometric relationship between the two surfaces at x and x Rendering Equation Radiosity Questions? Radiosity assumption: perfectly diffuse surfaces (not directional) B = E + ρ 1 glossy sample per pixel Bx G(x,)V(x,) discretize n Bi = E i + ρi j= 1 Fij B j 256 glossy samples per pixel

Reading for Tuesday: (pick one), Kajiya, SIGGRAPH 1986 Reading for Tuesday: (pick one) Implicit Visibility and Antiradiance for Interactive Global Illumination Dachsbacher, Stamminger, Drettakis, and Durand Siggraph 2007