Volumetric Lighting Effects By Thomas Brown and Albert Ng.

Slides:



Advertisements
Similar presentations
Exploration of advanced lighting and shading techniques
Advertisements

Stefan Roettger, VIS Group, University of Stuttgart Ingo Frick, Massive Development, Mannheim The Terrain Rendering Pipeline
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Free Space and Allocation Issues
Refraction How to Find Images Using Ray Diagrams  Bending of light due to a change in speed (changes mediums)  Objects behind or in more optically dense.
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Volume Rendering Volume Modeling Volume Rendering Volume Modeling Volume Rendering 20 Apr
Course Website: Computer Graphics 18: Ray-tracing.
Christian Lauterbach COMP 770, 2/11/2009
High-Quality Volume Graphics on Consumer PC Hardware
1 7M836 Animation & Rendering Global illumination, ray tracing Arjan Kok
B. Wave optics Huygens’ principle
Lecture 8 Advanced Rendering – Ray Tracing, Radiosity & NPR.
A Simple, Efficient Method for Realistic Animation of Clouds
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
Gravity and Orbits The gravitational force between two objects:
Games and Simulations O-O Programming in Java The Walker School
A microscope is a Complicated Lens n The microscope can be represented by a single convex lens.
Advanced Texturing Methods Glenn G. Chappell U. of Alaska Fairbanks CS 381 Lecture Notes Monday, December 8, 2003.
Procedural terrain on the GPU Chalmers University of Technology Advanced computer graphics – DAT205 David Sundelius Adam Scott.
CSS 522 Topics in Rendering March 01,2011 Scott and Lew.
COMP 175: Computer Graphics March 24, 2015
Real-Time Rendering of Planets with Atmospheres
19/18/ :34 Graphics II Volume Rendering Session 10.
Reflection and Refraction. Reflection Two laws of reflection Angle of incidence = angle of reflection The angle of incidence, angle of reflection and.
Attenuation by absorption and scattering
02/25/05© 2005 University of Wisconsin Last Time Meshing Volume Scattering Radiometry (Adsorption and Emission)
Comparison of Endcap CID-PID Klaus Föhl PID meeting 27/3/2007 panda-meeting Genova Focussing Lightguides Time-of-Propagation Proximity Focussing.
Lecture 3 : Direct Volume Rendering Bong-Soo Sohn School of Computer Science and Engineering Chung-Ang University Acknowledgement : Han-Wei Shen Lecture.
09/11/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Graphics Pipeline Texturing Overview Cubic Environment Mapping.
OU NanoLab/NSF NUE/Bumm & Johnson Spectrophotometry Key Concepts Lambert’s Law of Absorption Beer’s Law Beer-Lambert Law Absorption Cross-Sections Photometric.
Ray Tracing Jian Huang, CS 594, Fall, 2002 This set of slides are used at Ohio State by Prof. Roger Crawfis.
WARM UP How many sig Figs are in the following measurements? x ,050, x 10 7.
Week 10 - Wednesday.  What did we talk about last time?  Shadow volumes and shadow mapping  Ambient occlusion.
Test Corrections Due Tuesday, April 26 th Corrections must be done in a different ink color Lots of 4’s for effort – doesn’t mean answer is right! Check.
Computer Graphics Global Illumination: Photon Mapping, Participating Media Lecture 12 Taku Komura.
Tiger Woods 2008: Advancements in Environments Peter Arisman Technical Art Director Tiger Woods 2008.
Gene Au-yeung, Daniel Quach, Jeffrey Su, Albert Wang, Jessica Wang, David Woo.
1 Ray-Tracing ©Anthony Steed Overview n Recursive Ray Tracing n Shadow Feelers n Snell’s Law for Refraction n When to stop!
An Enhanced Splatting Method Graphics and Visualization Group Department of Computer Science The University of Auckland Peter Kulka & Richard Lobb.
Ray Tracer Spring 2008 Help Session. Outline Project Web Resources What do you have to do for this project? Ray Class Isect Class Requirements Tricks.
Unit – K3 Refraction 25th of May 2007 Form Group 8_y.
Alex Howard, ETH, Zurich 13 th September 2012, 17 th Collaboration Meeting, Chartres 1 Geometrical Event Biasing Facility Alex Howard ETH, Zurich Geometrical.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Physically based deformations of implicit surfaces Michal Remiš.
Animating Fire by Kathleen Marty. How to create fire? Implement the paper: Structural Modeling of Flames for a Production Environment, by Arnauld Lamorlette.
Project 3 Help Session: Ray Tracing. Getting Started Download the starter pack. 1.sample_ray.exe 2.ray-skel directory 3.scenes directory Look at the Road.
LIGHT Reflection and Refraction. Mirrors and highly polished opaque surfaces reflect light in predictable ways.
Simple Ray Tracing Framework Ray Trace Image Depth or Mask Image Interactive Preview Interactive Control.
Law of Refraction Take notes on the first 2 slides Follow the videos for the last 4 slides.
Total Internal Reflection. Can occur when light inside a glass block hits the edge at certain angles Remember – if light hits the boundary between two.
2/5/16Oregon State University PH 212, Class #151 Snell’s Law This change in speed when light enters a new medium means that its wavefronts will bend, as.
02/07/03© 2003 University of Wisconsin Last Time Finite element approach Two-pass approaches.
David Luebke3/12/2016 Advanced Computer Graphics Lecture 3: More Ray Tracing David Luebke
1 REFRACTION OF LIGHT. 2 Chapter 18 Objectives: 1) Define refraction of light including examples. 2) Know which direction a light ray bends as it travels.
An Approximation of Volumetric Lighting
Photorealistic Rendering vs. Interactive 3D Graphics
Hank Childs, University of Oregon
6-1 Estimating with finite sums
Mike Merchant Nicholas Hilbert
Detector Configuration for Simulation (i)
An Approximation of Volumetric Lighting
Michael Tanaya , Hua ming Chen
Refraction and Lenses.
Waves Vocab.
Rendering Wet Looking Objects
Chapter 34—Ray Optics Items covered in this chapter: Reflections
B. Wave optics Huygens’ principle
Ch. 23 Electric Flux Gauss's Law
Presentation transcript:

Volumetric Lighting Effects By Thomas Brown and Albert Ng

Review ●Volumetric Lighting: ○Creates a volume of light so that it can interact with objects ●Fog: ○Particle cloud ○Hard to implement in current RayTracer ○Needs to interact with light, which doesn’t interact with any geometries aside from casting rays

Review ●Previous solution: ○Make millions of tiny RTGeometries to simulate particles ○Get garbage look to particle cloud ●Our solution: ○Make volumes to simulate particle cloud effects ○Compute density over the volume of geometries ○Utilize Perlin’s Noise to get a nice fog look

Code/Implementation ●Created a VolumeIntersectionRecord ○Kept track of entry and exit position ○Kept track of entry and exit normals (useful for refraction) ○Kept track of distance traveled along the record’s ray ●Created Fog class ○Density (Light, Average, Thick) ○Resolution (Low, Medium, High, Ultrahigh) ○Type (Uniform, Perlin, Snowglobe, Ramp) ●Assigned geometries fog index for resource lookup

Code/Implementation ●Used Beer-Lambert Law for attenuation ○Had to rush project and make sure things look good, not implemented as thoroughly as we’d like ○Just used for visibility attenuation (for light) and not for considering opacity of the fog ●Utilized Perlin’s Noise ●Updated SceneDatabase ●Easy to write in a fog as a separate resource in a xml file

Code/Implementation Example XML entry: perlin light high 1

Results Ramp Fog Inside of Cone (Average Density)

Results Ultrahigh Resolution of Colored Perlin Fog Inside of Spheres

Results Snowglobe Fog Inside of Spheres

Results Perlin Rectangle (Visibility not correctly attenuated by fog opacity)

Results Light Density Perlin Cone

Results Average Density Perlin Cone

Results High Density Perlin Cone (Blocks Light)

Results Average Density Perlin Cone (Light inside Fog)

Results Cones with Uniform Density

Cone with Perlin’s Noise

Remaining Problems ●2D Objects aren’t treated like thick fogs due to their non-existent volume ○Should be handled in code, but isn’t working properly ●Fog opacity calculations don’t use Beer-Lambert’s Law ○Had to make it look good ○Ran out of time to fine tune and apply it as wanted ●Assigning specific aspects of fog like a ramp’s cutoff height or a snowglobe’s border length have to be hard-coded in ○Simple to add to XML ○Ran out of time ●Should make a “Quick” Resolution that utilizes the endpoints of 3D geometries to calculate everything (i.e. no sampling)

Thanks