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Optics - PPT Presentation

Realtime Rendering of Physically Based Optical Effects in Theory and Practice Masanori KAKIMOTO Tokyo University of Technology Table of Contents Introduction Basic geometrical optics Brief overview of ID: 480747

lens optics thin geometrical optics lens geometrical thin effects film wave optical focal real time based refraction focus rays

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Slide1
Slide2

Optics

Real-time

Rendering of Physically Based Optical Effects in Theory and Practice

Masanori KAKIMOTOTokyo University of Technology

Slide3

Table of Contents

Introduction

Basic geometrical

opticsBrief overview of wave opticsConclusionSlide4

Introduction

Real-time Rendering of Physically Based Optical Effects in Theory and

Practice

OpticsSlide5

Physics on Lights

Optics

Geometrical optics – a simple, practical model

Wave optics – more physically correct and complicatedElectromagnetism – a classical physics modelQuantum optics – a modern physics modelSlide6

Optics and Computer Graphics Theories

Computer graphics theories are based on optics

Vast majority of the theories and techniques upon geometrical optics

~1% taking wave optics into accountPhoton mapping borrows a concept ‘photon’ from quantum optics and use it in a geometrical optics frameworkSlide7

Topics

This course

Most topics are related with geometrical optics

Some are wave optics relatedThis talk covers:Basic g.o. knowledge for the rest of the courseBrief introduction of wave-related topics for a later talkSlide8

Basic Geometrical optics

Real-time Rendering of Physically Based Optical Effects in Theory and

Practice

OpticsSlide9

Geometrical Optics Models for CG

Pinhole camera model

Thin lens approximation

Thick lens approximationFull lens systemSlide10

Geometrical Optics Models for CG

Pinhole camera model

Thin lens approximation

Thick lens approximationFull lens system+ thickness+ aperture+ approximated refraction+ accurate refraction+ multi-wavelengths

etc.Slide11

Geometrical Optics Models and Effects

Geometrical optics

Thin lens

/ Thick LensFull simulated lensPinhole

Perspective projectionMotion blur

Bokeh

(defocus)

Focus breathing

Complex

Bokeh

Chromatic aberration

Optical

vignetting

Lens ghosts

+ aperture

+

approximated refraction

+ accurate

refraction

+ multi wavelengths

Natural

vignettingSlide12

Geometrical Optics Models and Effects

Geometrical optics

Thin lens

/ Thick LensFull simulated lensPinhole

Bokeh (defocus)Focus breathing

Complex

Bokeh

Chromatic aberration

Optical

vignetting

Lens ghosts

+ aperture

+

approximated refraction

+ accurate

refraction

+ multi wavelengths

Natural

vignetting

Today’s topicsSlide13

Geometrical Optics Models and Implementations

Graphics HW

(fixed pipeline)

Ray tracingAccumulation bufferProgrammable shader techniquesWavefront tracingPost processing

Geometrical optics

Pinhole

+ aperture

+ accurate refraction

Full lens system

Thin lens

/ Thick Lens

Distribution Ray tracingSlide14

Geometrical Optics Models and Implementations

Today’s

topics (geometrical

optics)Programmable shader techniquesPost processingGeometrical optics

Pinhole

+ aperture

+ accurate refraction

Full lens system

Thin lens

/ Thick Lens

Wavefront

tracingSlide15

Thin Lens – Fundamentals to Understand Real-Time Special Effects

Real-time techniques are based on thin lens theory

Many optical effects accounted for by thin lens

Some effects derived from full lens system modelEach can be mimicked by real-time techniques(extended thin lens theory)Slide16

Thin Lens Model

optical axis

(principal axis)

focal point

focal length

principal plane

incident light ray

center of lens

(p

rincipal point)

effective aperture diameterSlide17

Thin Lens Approximation – Rule 1

Incident light rays parallel to the principal axis always go through the focal point

optical axis

(p

rincipal axis)

focal point

focal length

principal plane

incident light ray

center of lens

(p

rincipal point)Slide18

Thin Lens Approximation – Rule 2

Incident light rays that passed through the focal point go parallel to the axis after exiting the lens

focal point

focal length

incident light raySlide19

Thin Lens Approximation – Rule 3

Incident light rays through the center of the lens

travel straight (never get refracted)

optical axis

incident light rays

center of lensSlide20

Rays Converge on a Certain Plane

Rays from an o

bject at distance converge on a plane at distance forming an image

object

image

film or sensor

focus distanceSlide21

Thin Lens Equation

object

image

filmSlide22

Thin Lens and Closer Objects

If the object gets closer, the converging plane (film) needs be farther from the lens

object

image

filmSlide23

Thin Lens and Far Objects

If the object is far, the film needs be closer to focal length

image

filmSlide24

Film Size and FOV for Infinite Focus

film

: Field of view

for infinite focusSlide25

Film Size and FOV for Closer Focus

film

: Field of view

for closer focusSlide26

F-number Represents Lens Brightness

film

: diameter of the lens

Smaller f-number means brighter imageSlide27

Effective F-number

film

Smaller f-number means brighter imageSlide28

Wave optics overview

Real-time Rendering of Physically Based Optical Effects in Theory and

Practice

OpticsSlide29

Rays travel straight

Introduction

Geometrical optics – virtually correct, simple

Wave optics – more physically correct, complicated

Geometrical optics

Wave optics

Waves propagate

concentrically

Slide30

Wave-Related Phenomena and Effects

Diffraction

Glare

Airy discInterferenceSurface coatingThin film color effectsPolarizationComplex reflectionImage dehazingCan be simulated with extended ray theories[CookTorrance1981], [Gondek1994], [Wolff1999], [Schechner 2001]Requires wave opticsCannot simulate with extended raysWave optics topics in this course focus on diffractionSlide31

Diffraction – A Major Cause of Glare

Geometrical optics

Wave optics

Diffraction

DiffractionSlide32

Diffraction Details

Later in this course

Wave optics based glare generation techniquesSlide33

Conclusion

Real-time Rendering of Physically Based Optical Effects in Theory and

Practice

OpticsSlide34

Conclusions

Most computer graphics theories rely on geometrical optics

Real-time techniques basically use thin lens approximation

Effects beyond thin lens can be mimicked (later in this course, e.g., aberrations)Popular wave optics effects are based on diffraction