Ray Tracer Spring 2008 Help Session.

Slides:



Advertisements
Similar presentations
GR2 Advanced Computer Graphics AGR
Advertisements

13.1 si31_2001 SI31 Advanced Computer Graphics AGR Lecture 13 An Introduction to Ray Tracing.
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Computer graphics & visualization Global Illumination Effects.
Light Issues in Computer Graphics Presented by Saleema Amershi.
1. What is Lighting? 2 Example 1. Find the cubic polynomial or that passes through the four points and satisfies 1.As a photon Metal Insulator.
Christian Lauterbach COMP 770, 2/11/2009
CS 325 Introduction to Computer Graphics 04 / 09 / 2010 Instructor: Michael Eckmann.
CS6500 Adv. Computer Graphics © Chun-Fa Chang, Spring 2003 Object-Order vs. Screen-Order Rendering April 24, 2003.
CS 376 Introduction to Computer Graphics 04 / 09 / 2007 Instructor: Michael Eckmann.
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Ray Casting Ray-Surface Intersections Barycentric Coordinates Reflection and Transmission [Shirley, Ch.9] Ray Tracing Handouts Ray Casting Ray-Surface.
1 CSCE 641: Computer Graphics Lighting Jinxiang Chai.
Global Illumination May 7, Global Effects translucent surface shadow multiple reflection.
Ray Tracing Outline For each pixel { Shoot ray r from eye to center of pixel with trace( r ) } function trace( r ) For each object { Find object with closest.
1 7M836 Animation & Rendering Global illumination, ray tracing Arjan Kok
Computer Graphics (Fall 2004) COMS 4160, Lecture 16: Illumination and Shading 2 Lecture includes number of slides from.
CIS 310: Visual Programming, Spring 2006 Western State College 310: Visual Programming Ray Tracing.
Ray Tracing 1 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
CSC418 Computer Graphics n Raytracing n Shadows n Global Illumination.
Presentation by Dr. David Cline Oklahoma State University
COMP 175: Computer Graphics March 24, 2015
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
CS 376 Introduction to Computer Graphics 04 / 11 / 2007 Instructor: Michael Eckmann.
-Global Illumination Techniques
Ray Tracing Sang Il Park SEjong University With lots of slides stolen from Jehee Lee, Doug James, Steve Seitz, Shree Nayar, Alexei Efros, Fredo Durand.
Ray Tracing Chapter CAP4730: Computational Structures in Computer Graphics.
Ray Tracing Jian Huang, CS 594, Fall, 2002 This set of slides are used at Ohio State by Prof. Roger Crawfis.
University of Texas at Austin CS384G - Computer Graphics Fall 2008 Don Fussell Ray Tracing.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Ray Tracer Winter 2014 Help Session Due: Tuesday, Feb 25 th, 11:59pm TA: Will Gannon.
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.
Alex YAU Important Notes Website for Assignment #2 You.
CS380: Computer Graphics Distributed Ray Tracing TA Course URL:
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
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.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
More on Ray Tracing Glenn G. Chappell U. of Alaska Fairbanks CS 481/681 Lecture Notes Wednesday, April 14, 2004.
RENDERING : Global Illumination
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Ray Tracing I. Reading Hill, Chapter 14, Sections 14.1 to 14.5 Hill, Chapter 14, Sections and
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Review Ray Tracing III Review. Pseudo codes RayCast-1  Plain ray caster (direct illumination) RayCast-2  RayCast-1 + shadow rays RayTrace-1  Recursive.
Ray Tracer Help Session. Outline Introduction ray vec.h and mat.h isect Requirements Tips and Tricks Memory Leaks Artifact Requirement Ray Tracing Surface.
Computer Graphics (Fall 2006) COMS 4160, Lecture 16: Illumination and Shading 1
Ray Tracer Help Session.
Basic Ray Tracing CMSC 435/634.
Photorealistic Rendering vs. Interactive 3D Graphics
Ray Tracer Spring 2007 Help Session.
Aspects of Game Rendering
3D Graphics Rendering PPT By Ricardo Veguilla.
Autumn 2010 Help Session Christopher Raastad
Chapter 10: Computer Graphics
© University of Wisconsin, CS559 Fall 2004
Ray Tracer Project CSE 557.
(c) 2002 University of Wisconsin
Lecture 11: Recursive Ray Tracer
Lighting.
(c) 2002 University of Wisconsin
Reflection and Light Flat Mirrors.
Image.
CS5500 Computer Graphics May 29, 2006
Ray Tracer Spring 2004 Help Session.
GR2 Advanced Computer Graphics AGR
Ray Tracer Project CSE 557.
Simple Texture Mapping
Ray Tracer Autumn 2005 Help Session.
Ray Tracer Spring 2006 Help Session.
Presentation transcript:

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 Artifact Requirement Bells and Whistles

Project Web Page Roadmap List of useful equations http://www.cs.washington.edu/education/courses/cse457/CurrentQtr/projects/trace/ Roadmap Overview of files STL Information List of useful equations File format description Debugging display documentation Triangle intersection handout

Welcome to the Raytracer Project Basically, you are given a raytracer; and you have to implement: Shading (has multiple parts) Sphere Intersection Code The ability to intersect triangles Complex objects consist of a 3D mesh made up of many of these triangles Reflection and Refraction

ray Class A 3D ray is the fundamental component of a raytracer. Start position r.at(t) A 3D ray is the fundamental component of a raytracer. ray r (start position, direction, RayType) enum RayType{VISIBILITY, REFLECTION, REFRACTION, SHADOW}; example: ray r(foo, bar, ray::SHADOW); r.at(t), a method that determines the position of the ray r as a function of t, the distance from the start position (t*direction vector) r.at(t) => where the end of the ray points at (a distance t away from the start point)

Dot Product & Cross Product DotProduct and CrossProduct are provided by vec.h * - dotproduct (e.g. double dot = v1 * v2; ) ^ - crossproduct (e.g. Vec3d cross = v1 ^ v2; )

isect Class An isect represents the location where a ray intersects a specific object. Important member variables: const SceneObject *obj; // the object that was intersected. double t; // the distance along the ray where it occurred. Vec3d N; // the normal to the surface where it occurred Vec2d uvCoordinates; // texture coordinates on the surface. [1.0,1.0] Material *material; // non-NULL if exists a unique material for this intersect. const Material &getMaterial() const; // return the material to use This data structure is used to record the details of a ray’s intersection with an object. (Filled-out in an object’s intersection routine)

Requirements Sphere Intersection Fill in Sphere::intersectLocal in SceneObjects\Sphere.cpp: Return true if ray r intersects the canonical sphere (sphere centered at the origin with radius 1.0) in positive time. Set the values of isect i: i.obj = this i.setT(time of intersection) i.setN(normal at intersection).

Triangle Intersection Requirements Triangle Intersection Fill in TrimeshFace::intersectLocal in SceneObjects\trimesh.cpp: Intersect r with the triangle abc: Vec3d &a = parent->vertices[ ids [0] ]; Vec3d &b = parent->vertices[ ids [1] ]; Vec3d &c = parent->vertices[ ids [2] ]; Set up isect i as in the sphere intersection and return true if ray r intersects the plane containing triangle abc and the intersection is within the triangle. See http://www.cs.washington.edu/education/courses/457/CurrentQtr/projects/trace/extra/triangle_intersection.pdf

Blinn-Phong specular-reflection model Requirements Blinn-Phong specular-reflection model Fill in Material::shade in material.cpp: Refer to the raytracing lecture: http://www.cs.washington.edu/education/courses/457/CurrentQtr/lectures/ray-tracing.pdf To sum over the light sources, use an iterator as described in the comments of the code. Remember, if you are inside an object, the object’s normal will point outside. You will need to flip that normal for any shading, reflection, or refraction. (Unless of course you like funky images and less points…)

Contribution from multiple light sources Requirements Contribution from multiple light sources Fill in PointLight::distanceAttenuation in light.cpp (DirectionalLight::distanceAttenuation is already done for you). Use the alternative described in the ray-tracing lecture where a = constantTerm b = linearTerm c = quadraticTerm These terms are defined in light.h.

Requirements Shadow Attenuation Fill in DirectionalLight::shadowAttenuation and PointLight::shadowAttenuation in light.cpp. The ray-tracing lecture shows you where to insert this factor into the Blinn-Phong equation (A_shadow for each light). Rather than simply setting the attenuation to 0 if an object blocks the light, accumulate the product of k_t’s for objects which block the light (use the prod function from the vector package). Count each intersection with an object by the shadow ray (which may include entering and exiting). See Foley, et. al. Section 16.12 in course reader – this particular method is not really covered in lecture slides Better ways to handle shadows (caustics, global illumination, etc.) get extra credit Here’s a link to the ray-tracing lecture: http://www.cs.washington.edu/education/courses/457/CurrentQtr/lectures/ray-tracing.pdf

Requirements Reflection Modify RayTracer::traceRay in RayTracer.cpp to implement recursive ray tracing which takes into account reflected rays. See Foley, et. al. and lecture slides.

Requirements Refraction Modify RayTracer::traceRay in RayTracer.cpp to implement recursive ray tracing which takes into account refracted rays. Remember Snell’s law, watch out for total internal refraction, and consider the case when the ray is exiting a material into air (think about the direction of the normal) You can test with simple/cube_transparent.ray Warning: Unlike reflection, this routine has several cases to consider: an incoming ray, an outgoing ray and a totally internally refracted ray. nglass=1.5 nair=1.0003

Tricks Use the sign of the dot product r.getDirection() with i.N to determine whether you’re entering or exiting an object Use RAY_EPSILON (which is defined as 0.00001) to account for computer precision error when checking for intersections (dark scattered dots appearing on objects) RAY_EPSILON

Artifact Requirements One JPEG/PNG image per person traced with your Ray Tracer submitted for voting. Has to be a (somewhat) original scene For each image submitted for voting, a short .txt description of the scene or special features. Examples of each bell/whistle implemented with an accompanying readme.txt specifying which image demonstrates which feature (and where/how).

Bells and Whistles Antialiasing – A must for nice scenes (to render scenes without “jaggies”) Interpolate trimesh material properties – will make them look nicer Environment/Texture/Bump Mapping – Relatively easy ways to create complex, compelling scenes Single Image Random Dot Stereograms – I have no idea, but they look cool! Depth of field, Soft shadows, Motion blur, Glossy reflection – most images we’re used to have at least one of these effects

3D and 4D Fractals

Constructive Solid Geometry Allows for complex objects while still just intersecting simple primitives