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Advanced Computer Graphics - PowerPoint Presentation

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Advanced Computer Graphics - PPT Presentation

CSE 190 Spring 2015 Lecture 11 Ravi Ramamoorthi http wwwcsucsdedu ravir To Do Assignment 2 due May 15 Should already be well on way Contact us for difficulties etc ID: 312158

light equation illumination rendering equation light rendering illumination integral tracing global emission ray radiosity incident reflected form image indirect

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Slide1

Advanced Computer Graphics

CSE 190 [Spring 2015], Lecture 11Ravi Ramamoorthi

http://

www.cs.ucsd.edu

/~

ravirSlide2

To Do

Assignment 2 due May 15Should already be well on way. Contact us for difficulties etc.This lecture on rendering, rendering equation. Pretty advanced theoretical material. Don’t worry if a bit lost; not directly required on the

homeworks. Slide3

Course Outline

3D Graphics Pipeline

Rendering

(Creating, shading images from geometry, lighting, materials)

Modeling

(Creating 3D Geometry)Slide4

Course Outline

3D Graphics Pipeline

Rendering

(Creating, shading images from geometry, lighting, materials)

Modeling(Creating 3D Geometry)

Unit 3: Advanced RenderingWeeks 6 – 8.

(Final Project)Unit 4: Animation, Imaging

Weeks 9, 10. (Final Project

)

Unit 2: Meshes, ModelingWeeks 3

5.

Assignment

2

Unit 1: Foundations of Signal and Image Processing

Understanding the way 2D images are formed and displayed, the important concepts and algorithms, and to build an image processing utility like Photoshop

Weeks 1 – 3.

Assignment 1Slide5

Illumination Models

Local IlluminationLight directly from light sources to surfaceNo shadows (cast shadows are a global effect)

Global Illumination: multiple bounces (indirect light)Hard and soft shadowsReflections/refractions (already seen in ray tracing)Diffuse and glossy interreflections (radiosity, caustics)

Some images courtesy Henrik

Wann JensenSlide6

Diffuse Interreflection

Diffuse interreflection, color bleeding [Cornell Box]Slide7

RadiositySlide8

Caustics

Caustics: Focusing through specular surfaceMajor research effort in 80s, 90s till todaySlide9

Overview of lecture

Theory for all global illumination methods (ray tracing, path tracing, radiosity)We derive Rendering Equation [Kajiya 86]

Major theoretical development in fieldUnifying framework for all global illuminationDiscuss existing approaches as special cases Fairly theoretical lecture (but important). Not well covered in textbooks (though see Eric Veach’s thesis).

See reading if you are interested.Slide10

Outline

Reflectance Equation (review)Global IlluminationRendering EquationAs a general Integral Equation and OperatorApproximations (Ray Tracing, Radiosity)Surface Parameterization (Standard Form)Slide11

Reflection Equation

Reflected Light

(Output Image)

Emission

Incident

Light (from

light source)

BRDF

Cosine of

Incident angleSlide12

Reflection Equation

Reflected Light

(Output Image)

Emission

Incident

Light (from

light source)

BRDF

Cosine of

Incident angle

Sum over all light sourcesSlide13

Reflection Equation

Reflected Light

(Output Image)

Emission

Incident

Light (from

light source)

BRDF

Cosine of

Incident angle

Replace sum with integralSlide14

Environment Maps

Light as a function of direction, from entire environmentCaptured by photographing a chrome steel or mirror sphereAccurate only for one point, but distant lighting same at other scene locations (typically use only one env. map)

Blinn

and Newell 1976, Miller and Hoffman, 1984

Later, Greene 86, Cabral et al. 87Slide15

Environment Maps

Environment maps widely used as lighting representationMany modern methods deal with offline and real-time rendering with environment mapsImage-based complex lighting + complex BRDFsSlide16

The Challenge

Computing reflectance equation requires knowing the incoming radiance from surfacesBut determining incoming radiance requires knowing the reflected radiance from surfacesSlide17

Rendering Equation

Reflected Light

(Output Image)

Emission

Reflected

Light

BRDF

Cosine of

Incident angle

Surfaces (

interreflection

)

UNKNOWN

UNKNOWN

KNOWN

KNOWN

KNOWNSlide18

Rendering Equation (Kajiya 86)Slide19

Rendering Equation as Integral Equation

Reflected Light

(Output Image)

Emission

Reflected

Light

BRDF

Cosine of

Incident angle

UNKNOWN

UNKNOWN

KNOWN

KNOWN

KNOWN

Is a Fredholm Integral Equation of second kind

[extensively studied numerically] with canonical form

Kernel of equationSlide20

Linear Operator Equation

Kernel of equation

Light Transport Operator

Can be discretized to a simple matrix equation

[or system of simultaneous linear equations]

(L, E are vectors, K is the light transport matrix)Slide21

Ray Tracing and extensions

General class numerical Monte Carlo methodsApproximate set of all paths of light in scene

Binomial TheoremSlide22

Ray Tracing

Emission directly

From light sources

Direct Illumination

on surfaces

Global Illumination

(One bounce indirect)

[Mirrors, Refraction]

(Two bounce indirect)

[Caustics etc]Slide23

Ray Tracing

Emission directly

From light sources

Direct Illumination

on surfaces

Global Illumination

(One bounce indirect)

[Mirrors, Refraction]

(Two bounce indirect)

[Caustics etc]

OpenGL ShadingSlide24

Outline

Reflectance Equation (review)Global IlluminationRendering EquationAs a general Integral Equation and OperatorApproximations (Ray Tracing, Radiosity)Surface Parameterization (Standard Form)Slide25

Rendering Equation as Integral Equation

Reflected Light

(Output Image)

Emission

Reflected

Light

BRDFCosine of

Incident angle

UNKNOWN

UNKNOWN

KNOWN

KNOWN

KNOWN

Is a Fredholm Integral Equation of second kind

[extensively studied numerically] with canonical form

Kernel of equationSlide26

Linear Operator Theory

Linear operators act on functions like matrices act on vectors or discrete representations Basic linearity relations holdExamples include integration and differentiation

M is a linear operator.

f and h are functions of u

a and b are scalars

f and g are functions Slide27

Linear Operator Equation

Kernel of equation

Light Transport Operator

Can also be discretized to simple matrix equation

[or system of simultaneous linear equations]

(L, E are vectors, K is the light transport matrix)Slide28

Solving the Rendering Equation

Binomial Theorem

Term n corresponds to n bounces of lightSlide29

Solving the Rendering Equation

Too hard for analytic solution, numerical methodsApproximations, that compute different terms, accuracies of the rendering equationTwo basic approaches are ray tracing, radiosity. More formally, Monte Carlo and Finite ElementMonte Carlo techniques sample light paths, form statistical estimate (example, path tracing)Finite Element methods discretize to matrix equationSlide30

Ray Tracing

Emission directly

From light sources

Direct Illumination

on surfaces

Global Illumination

(One bounce indirect)

[Mirrors, Refraction]

(Two bounce indirect)

[Caustics etc]Slide31

Ray Tracing

Emission directly

From light sources

Direct Illumination

on surfaces

Global Illumination

(One bounce indirect)

[Mirrors, Refraction]

(Two bounce indirect)

[Caustics etc]

OpenGL ShadingSlide32
Slide33

Outline

Reflectance Equation (review)Global IlluminationRendering EquationAs a general Integral Equation and OperatorApproximations (Ray Tracing, Radiosity)Surface Parameterization (Standard Form)Slide34

Rendering Equation

Reflected Light

(Output Image)

Emission

Reflected

Light

BRDF

Cosine of

Incident angle

Surfaces (interreflection)

UNKNOWN

UNKNOWN

KNOWN

KNOWN

KNOWNSlide35

Change of Variables

Integral over angles sometimes insufficient. Write integral in terms of surface radiance only (change of variables)Slide36

Change of Variables

Integral over angles sometimes insufficient. Write integral in terms of surface radiance only (change of variables) Slide37

Rendering Equation: Standard Form

Integral over angles sometimes insufficient. Write integral in terms of surface radiance only (change of variables)

Domain integral awkward. Introduce binary visibility fn V

Same as equation 2.52 Cohen Wallace. It swaps primed

And unprimed, omits angular args of BRDF, - sign.

Same as equation above 19.3 in Shirley, except he has

no emission, slightly diff. notationSlide38

Radiosity Equation

Drop angular dependence (diffuse Lambertian surfaces)

Change variables to radiosity (B) and albedo (

ρ

)

Same as equation 2.54 in Cohen Wallace handout (read sec 2.6.3)

Ignore factors of

π

which can be absorbed.

Expresses conservation of light energy at all points in spaceSlide39

Discretization and Form Factors

F is the

form factor.

It is dimensionless and is the fraction of energy leaving the entirety of patch j (

multiply by area of

j to get total energy) that arrives anywhere in the entirety of patch i (

divide by area of i to get energy per unit area or radiosity). Slide40

Form FactorsSlide41

Matrix EquationSlide42

Summary

Theory for all global illumination methods (ray tracing, path tracing, radiosity)We derive Rendering Equation [Kajiya 86]Major theoretical development in field

Unifying framework for all global illuminationDiscuss existing approaches as special casesNext: Practical solution using Monte Carlo methods