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 transcript:

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

Today ray tracing, image based rendering Reading – Shirley Ch 10 on ray tracing, except for ch – Shirley Ch 25 on image based rendering – (Optional) Levoy and Hanrahan, Light Field Rendering, SIGGRAPH 1996,

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

Soft shadow penumbra

Soft Shadow

Comparison

Glossy Surface

Vertical vs Horizonal roughness

Ray tracing a glossy surface

Ray tracing a glossy surface

Depth of Field

aperture sensor Focal plane

Depth of Field aperture sensor Focal plane

Depth of Field in OpenGL

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

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

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

Ray tracing examples

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

Rendering a desktop

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

Image Based Rendering  Fast Realistic Rendering without 3D models

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

Sampling Rays

Sampling Rays by Taking Pictures

Rendering as Ray Resampling

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

Two Plane Parameterization

Stanford Camera Array

Light Field Rendering  Very Fast

Light Field Rendering  4D interpolation

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

Application in Movies

Capture scene with a camera array

Bullet time in Games Max PayneMax Payne (2001)

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

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. polation.htm

Image Based Lighting 

CG Objects Illuminated by a Traditional CG Light Source

Real-World HDR Lighting Environments Lighting Environments from the Light Probe Image Gallery: Funston Beach Uffizi Gallery Eucalyptus Grove Grace Cathedral

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

Illuminating a Small Scene

Rendering with Natural Light SIGGRAPH 98 Electronic Theater

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

Capturing a Spatially-Varying Lighting Environment

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

Rendering Light Probes as Light Sources 1999

A Lighting Reproduction Approach

Composited Results