Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99.

Slides:



Advertisements
Similar presentations
Optimized Stencil Shadow Volumes
Advertisements

Computer graphics & visualization Global Illumination Effects.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
CS 551 / CS 645 Antialiasing. What is a pixel? A pixel is not… –A box –A disk –A teeny tiny little light A pixel is a point –It has no dimension –It occupies.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
Ray Tracing & Radiosity Dr. Amy H. Zhang. Outline  Ray tracing  Radiosity.
1 Dr. Scott Schaefer Shadows. 2/40 Shadows Shadows provide clues about depth Make scenes appear more realistic.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lectures 18, 19: Monte Carlo Integration Ravi Ramamoorthi Acknowledgements.
CSCE 641: Photon Mapping Jinxiang Chai. Outline Rendering equation Photon mapping.
Photon Tracing with Arbitrary Materials Patrick Yau.
Efficient Complex Shadows from Environment Maps Aner Ben-Artzi – Columbia UniversityRavi Ramamoorthi – Columbia University Maneesh Agrawala – Microsoft.
RAY TRACING.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 10: Global Illumination Ravi Ramamoorthi Some images courtesy.
Rendering General BSDFs and BSSDFs Randy Rauwendaal.
Paper by Alexander Keller
CIS 681 Distributed Ray Tracing. CIS 681 Anti-Aliasing Graphics as signal processing –Scene description: continuous signal –Sample –digital representation.
1 Dr. Scott Schaefer Radiosity. 2/38 Radiosity 3/38 Radiosity Physically based model for light interaction View independent lighting Accounts for indirect.
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
Computer Graphics Shadows
09/18/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Bump Mapping Multi-pass algorithms.
9/20/2001CS 638, Fall 2001 Today Finishing Up Reflections More Multi-Pass Algorithms Shadows.
Computer Graphics Mirror and Shadows
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Hybrid Algorithms K. H. Ko School of Mechatronics Gwangju Institute.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Path Tracing Algorithms K. H. Ko School of Mechatronics Gwangju.
Antialiasing with Line Samples Thouis R. Jones, Ronald N. Perry MERL - Mitsubishi Electric Research Laboratory.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Today More raytracing stuff –Soft shadows and anti-aliasing More rendering methods –The text book is good on this –I’ll be using images from the CDROM.
-Global Illumination Techniques
01/29/03© 2003 University of Wisconsin Last Time Radiosity.
09/11/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Graphics Pipeline Texturing Overview Cubic Environment Mapping.
Monte Carlo I Previous lecture Analytical illumination formula This lecture Numerical evaluation of illumination Review random variables and probability.
02/16/05© 2005 University of Wisconsin Last Time Re-using paths –Irradiance Caching –Photon Mapping.
1 Shadows (2) ©Anthony Steed Overview n Shadows – Umbra Recap n Penumbra Analytical v. Sampling n Analytical Aspect graphs Discontinuity meshing.
Global Illumination with a Virtual Light Field Mel Slater Jesper Mortensen Pankaj Khanna Insu Yu Dept of Computer Science University College London
Shadows. Shadows is important in scenes, consolidating spatial relationships “Geometric shadows”: the shape of an area in shadow Early days, just pasted.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Path Tracing Algorithms K. H. Ko School of Mechatronics Gwangju.
Graphics Lecture 13: Slide 1 Interactive Computer Graphics Lecture 13: Radiosity - Principles.

111/17/ :21 Graphics II Global Rendering and Radiosity Session 9.
04/30/02(c) 2002 University of Wisconsin Last Time Subdivision techniques for modeling We are now all done with modeling, the standard hardware pipeline.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
On robust Monte Carlo algorithms for multi-pass global illumination Frank Suykens – De Laet 17 September 2002.
Monte-Carlo Ray Tracing and
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Hybrid Algorithms K. H. Ko School of Mechatronics Gwangju Institute.
Pure Path Tracing: the Good and the Bad Path tracing concentrates on important paths only –Those that hit the eye –Those from bright emitters/reflectors.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
02/12/03© 2003 University of Wisconsin Last Time Intro to Monte-Carlo methods Probability.
In the name of God Computer Graphics. Last Time Some techniques for modeling Today Global illumination and raytracing.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Path Tracing Algorithms K. H. Ko School of Mechatronics Gwangju.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Material Representation K. H. Ko School of Mechatronics Gwangju Institute.
1 CSCE 441: Computer Graphics Hidden Surface Removal Jinxiang Chai.
Global Illumination (3) Photon Mapping (1). Overview Light Transport Notation Path Tracing Photon Mapping –Photon Tracing –The Photon Map.
Global Illumination (2) Radiosity (3). Classic Radiosity Algorithm Mesh Surfaces into Elements Compute Form Factors Between Elements Solve Linear System.
Global Illumination (3) Path Tracing. Overview Light Transport Notation Path Tracing Photon Mapping.
01/27/03© 2002 University of Wisconsin Last Time Radiometry A lot of confusion about Irradiance and BRDFs –Clarrified (I hope) today Radiance.
Distributed Ray Tracing. Can you get this with ray tracing?
Distributed Ray Tracing. Can you get this with ray tracing?
Visible-Surface Detection Methods. To identify those parts of a scene that are visible from a chosen viewing position. Surfaces which are obscured by.
Computer Graphics Ken-Yi Lee National Taiwan University (the slides are adapted from Bing-Yi Chen and Yung-Yu Chuang)
Combining Edges and Points for Interactive High-Quality Rendering
Jim X. Chen George Mason University
The Rendering Equation
© 2005 University of Wisconsin
(c) 2002 University of Wisconsin
Radiosity Dr. Scott Schaefer.
(c) 2002 University of Wisconsin
Monte Carlo I Previous lecture Analytical illumination formula
Presentation transcript:

Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99

Motivation To compute the direct illumination in a three-dimensional scene:  Determines the visibility between any surface point and an area light source. An efficient processing of the visibility function is often the key for rendering fast and accurate soft shadows.  Integrates the incoming radiance function due to the light source.

Distinguishing Features Two phases:  Visibility function  Rendering equation The visibility pass detects blocker-light source pairs.  Do NOT construct a complete discontinuity mesh in object space. The second phase clips the light sources according to the stored blockers.  The remaining light source area defines the integration domain for the illumination integral. We store no visibility information that will not be needed during the illumination computations.

Rendering Equation Too complex!

Analytic Integration The luminaires are a (disjoint) set of polygons. The exitant radiance is a constant for a given light source. The receiving surface is diffuse. Use Stoke’s theorem:

Monte Carlo Integration Regardless of the type of BRDF. Domain reduction  A fraction of the generated samples will evaluate to zero causing significant noise in the image.  A reduction of the integration domain to the visible parts of the light sources would decrease noise significantly. Solid angle sampling  The integration domain can be transformed from the area of the light sources to the solid angle subtended by the light sources on the hemisphere around.

Construction of The Blocker- Map

Shadow rays  A ray is cast through the center of each pixel find the nearest visible point and a number of shadow rays starting from that point are generated for each light source.  If one of these rays hits an intervening object, this blocker- light source pair is stored. Flood-fill algorithm  The blocker is projected onto the light source and neighboring pixels are examined.  If the two polygons (blocker and light source) overlap, the pair will be added to the blocker-map.

Blocker-Map

Anti-Aliasing If more than one ray per pixel is generated for illumination computations as part of an anti-aliasing algorithm.  The blocker-light source list might be invalid.  The surface points might be located in very different positions in object space. The coherency of the penumbra regions over the image plane can again be exploited. Due to the flood-fill, we know that a blocker is at least valid for the center location of all covered pixels. Blah blah … If we allow the flood-fill algorithm to include the boundary pixels for which the flood-fill test fails, we can safely assume that we have stored all possible blockers.  To generate multiple sample rays for illumination computations, without increasing the number of rays used for constructing the blocker-map.  High-frequency geometry, such as small objects, might be overlooked.

Discussion Missing blockers.  Increases the number of shadow rays.  Concludes any rather than the nearest intersecting polygon. Receiver surfaces.  Produces soft shadows on any surface type. Small blockers.  Clip a very small piece of the light source. A whole set of small blockers might significantly affect the visibility of a light source, thus they cannot be ignored.  Requires a full clipping operation.  This is a worst-case scenario for our current algorithm.

Results