/
ATEC ATEC

ATEC - PowerPoint Presentation

lindy-dunigan
lindy-dunigan . @lindy-dunigan
Follow
419 views
Uploaded On 2016-11-03

ATEC - PPT Presentation

6351001 Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr Midori Kitagawa In class Pay attention Take notes Learn Be ready for a pop quiz Week 10 Rendering ID: 484184

scan photon line ray photon scan ray line rendering light surface mapping illumination tracing photons pbr algorithm reflection energy

Share:

Link:

Embed:

Download Presentation from below link

Download Presentation The PPT/PDF document "ATEC" is the property of its rightful owner. Permission is granted to download and print the materials on this web site for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.


Presentation Transcript

Slide1

Procedural Animation

Introduction

to Procedural Methods in 3D Computer

Animation

Dr. Midori KitagawaSlide2

In class

Pay attention

Take notes

Learn

Be ready for a pop quizSlide3

Week 10: Rendering

Rendering

Scan-line

Ray-tracing

Photon mapping

Physically based rendering

Assignment 14 review

Assignment 16Slide4

Rendering

The

process of converting the abstract representations of geometric entities into the appropriate color values in

an image.Slide5

Rendering algorithms

Scan-line

Ray-tracing

Photon mapping

Physically based renderingSlide6

Scan-line algorithm

Most

commonly used rendering

algorithm, especially in real-time.

Fast

E.g. Micro-polygon rendering in HoudiniSlide7

Scan lines and pixels

Any

digital image is composed of a 2D grid of

pixels

.

Scan line

is each row of pixels.

Scan lineSlide8

Scan-line algorithm

looks

at each pixel, one after the other, scan line by scan line, and calculates the color that pixel should be rendered. Slide9

Scan-line algorithm

The

color of each pixel is computed

using:

the

color and other

surface characteristics

of the surface visible from the camera (i.e, the surface closest to the camera

),

the

lights

in the scene, and

the

position of the

camera. Slide10

Scan-line algorithm

If

the surface closest to the camera is transparent, the color of the pixel is computed using the surface characteristics of the next closest surface as well.

With

the scan-line algorithm, light is never refracted.Slide11

Ray-tracing

traces the origins of the imaginary light ray that arrives the camera through each pixel in the image plane. Slide12

Ray-tracing

To

achieve this, a ray is cast back into the object space to determine whether the ray was

absorbed

or

reflected

by

a surface

,

refracted

by a transmissive medium,

or

originated

directly from a light source. Slide13

Ray-tracing

The path of a ray may be divided into two when part of light is reflected by a surface while another part travels through the surface. Slide14

Ray-tracing

good at reflection, refraction and shadows.

more

time-

consuming than

scan-line

rendering.

Ray-tracing

Scan-lineSlide15

Direct vs. indirectillumination

Direct illumination

occurs when a light source directly illuminates objects in a scene.

Indirect

illumination

occurs when the light that is reflected or transmitted by objects illuminates other objects

.Slide16

Global illumination

Global Illumination

is

the technique used to simulate

indirect illumination

.

Photon mapping

is one of global Illumination methods

.

Photon mapping is

a

two-pass rendering algorithm

that deals with both diffuse and specular reflections. Slide17

Photon mapping: 1st pass

In

the first pass

, photons are shot from the light into the

scene.

Photons

are bounced around interacting with all surfaces that they encounter. Slide18

Photon mapping: 1st pass

Photons

are stored in

a

photon

map

for later

use.

The resolution

of the photon map is independent from the resolution of the geometry.

Only

a few thousands to a million photons are sparsely stored and the rest is statistically estimated from the density of the stored photons.

After

all the photons have been stored in the map, an estimate of the illumination at each photon is statistically computed.Slide19

Photon mapping: 2nd pass

In the second pass

, the direct illumination is computed like ray-tracing and the indirect illumination is computed from querying the stored photons in the photon map. Slide20

Photon mapping

In

short, photon mapping shoots photons from the light and tracks their distribution in the scene.

It

is fast but not as accurate as final gatherSlide21

Physically based rendering (PBR)

follows the physical behavior of light and surfaces as closely as possible.

incorporates ray-tracing, photon-mapping, and other methods.Slide22

Physically based rendering (PBR)

Fresnel

Energy conservation Slide23

PBR: Fresnel

describes

the

behavior of light reflected by a surface having differing

reflectivity that occurs at different angles.Slide24

PBR: Fresnel

brighter reflections near the edges

.Slide25

PBR: Energy conservation

The outgoing

energy cannot be greater than the incoming

energy.

Diffuse reflection + specular reflection <= incoming lightSlide26

in other rendering algorithms

Diffuse reflection and specular reflection are independently controlled.

Diffuse

reflection + specular

reflection >

incoming

light is possible.Slide27

PBR: Energy conservation

In PBR, the energy conservation law is enforced.