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CS559: Computer Graphics Lecture 36: Raytracing Li Zhang Spring 2008 Many Slides are from Hua Zhong at CUM, Paul Debevec at USC.

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Presentation on theme: "CS559: Computer Graphics Lecture 36: Raytracing Li Zhang Spring 2008 Many Slides are from Hua Zhong at CUM, Paul Debevec at USC."— Presentation transcript:

1 CS559: Computer Graphics Lecture 36: Raytracing Li Zhang Spring 2008 Many Slides are from Hua Zhong at CUM, Paul Debevec at USC

2 Today ray tracing, image based rendering Reading – Shirley Ch 10 on ray tracing, except for ch 10.10 – Shirley Ch 25 on image based rendering – (Optional) Levoy and Hanrahan, Light Field Rendering, SIGGRAPH 1996, http://portal.acm.org/citation.cfm?id=237199

3 Jittered Sampling  AKA stratified sampling,  Divide pixel into a grid of subpixels  Sample each subpixel at a random location  Combines the advantages of both uniform and random sampling  filters high frequencies  frequencies greater than subpixel sampling rate turned into noise  Commonly used

4 Soft shadow penumbra

5 Soft Shadow

6 Comparison

7 Glossy Surface http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

8 Vertical vs Horizonal roughness http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

9 Ray tracing a glossy surface http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

10 Ray tracing a glossy surface

11 Depth of Field

12 aperture sensor Focal plane

13 Depth of Field aperture sensor Focal plane

14 Depth of Field in OpenGL

15  Render an image at each jittered location  Then average the images

16 Motion Blur  Ray trace a moving scene at different time instance and average the images

17 Motion Blur in OpenGL  Render a moving scene at different time instance  Average the images (using Accumulation buffer)

18 Ray tracing examples

19

20

21 Image Based Rendering  Motivation  Realistic Rendering requires  realistic 3D models  realistic material models  takes time

22 Rendering a desktop

23

24 Rendering in real-time, with global illumination effect (e.g. inter-reflection)

25 Image Based Rendering  Fast Realistic Rendering without 3D models

26 Start from Ray Tracing  Rendering is about computing color along each ray

27 Sampling Rays

28 Sampling Rays by Taking Pictures

29 Rendering as Ray Resampling

30 Ray space  How to parameterize the ray space  How to sample and resample rays

31 Two Plane Parameterization

32 Stanford Camera Array

33 Light Field Rendering  Very Fast

34 Light Field Rendering  4D interpolation

35 Light Field Rendering  Don’t need to model anything:  surface model,  volumetric model,  lighting model,  surface property model…  NOTHING but sampling and resampling rays.

36 Application in Movies

37 Capture scene with a camera array

38 Bullet time in Games Max PayneMax Payne (2001)

39 Discussion  Limitation  Sampling density must be high  Fixed Illumination, static scene

40 Methods using Fewer Cameras  High-quality video view interpolation using a layered representation. C. L. Zitnick, S.B. Kang, M. Uyttendaele, S. Winder, and R. Szeliski, SIGGRAPH 2004 High-quality video view interpolation using a layered representation. http://research.microsoft.com/~larryz/videoviewinter polation.htm

41 Image Based Lighting  http://www.debevec.org/IBL2001/

42 CG Objects Illuminated by a Traditional CG Light Source

43 Real-World HDR Lighting Environments Lighting Environments from the Light Probe Image Gallery: http://www.debevec.org/Probes/ Funston Beach Uffizi Gallery Eucalyptus Grove Grace Cathedral

44 Paul Debevec. A Tutorial on Image-Based Lighting. IEEE Computer Graphics and Applications, Jan/Feb 2002.

45 Illuminating a Small Scene

46

47 Rendering with Natural Light SIGGRAPH 98 Electronic Theater

48 I MAGE -B ASED L IGHTING IN F IAT L UX Paul Debevec, Tim Hawkins, Westley Sarokin, H. P. Duiker, Christine Cheng, Tal Garfinkel, Jenny Huang SIGGRAPH 99 Electronic Theater

49 Capturing a Spatially-Varying Lighting Environment

50 So far  Put synthetic objects in real natual lighting  How to put real actors in synthetic environment?

51 Rendering Light Probes as Light Sources 1999

52

53 A Lighting Reproduction Approach

54 Composited Results


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