Global Illumination Models THE WHITTED IMAGE - BASIC RECURSIVE RAY TRACING Copyright © 1997 A. Watt and L. Cooper.

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Global Illumination Models THE WHITTED IMAGE - BASIC RECURSIVE RAY TRACING Copyright © 1997 A. Watt and L. Cooper

Content Reality and perception Local and global illumination The rendering equation Algorithms –Ray tracing –Radiosity Applications –POV-Ray, Radiance

Reality and perception We know the reality because it sends us messages about how it is Communication transmitterMedia receiver The message is the information of the own transmitter

Knowledge of the reality We know the reality with sensors (receptors) –Sight, hearing, sense of touch, taste, smell With the sight sense, we interpret 4 features of the objects: –Form –Position –Illumination (Bright and color) –Movement

Visual Path The light arrives to the eye from the object It is projected in the retina The receptors The receptors detect color and light They interpret –Illumination (color and contrast) –The contrast define the shapes –The situation of the receptors and the comparison of both eyes define the position –The sequence of images gives information of the movement

Perception Mental model of the real world It is built from the stimulus of the senses and interpreted by our brain The principal feature is the recognition of patterns

Global Illumination It considers the reflected light by a point taking into account all the light that arrives Not only the incident from the source lights Effects –shadows –reflection of an object in others –transparencies

Reality and illumination The illumination depends on the transmitter and receiver

Models of global illumination Ray tracing –Specular interactions Radiosity –Diffuse interactions Most of the algorithms use both

The rendering equation Equation introduced by Kajiya (1986) I(x, x´) = g(x, x´)[  (x, x´)+  s  (x, x´, x´´) I(x´, x´´)dx´´] I(x, x´): total amount of light from x´ to x g(x, x´): function of visibility, 0 or proportional to the inverse of the square of the distance  (x, x´): emitted light from x´ to x  (x, x´, x´´): bidirectional reflectance distribution function, light reflected from x´´ to x in x´

The rendering equation (2) We need the functions: –Visibility –Emission –Bidirectional reflectance distribution The integral is not analytic It is independent of the point of view It is for all the points, not only the incident rays on the eye It is recursive

Global illumination algorithms Basic solution: –From a light source, we emit all the possible light rays and follow their path until they arrive to the point of view or go out of the scene Approximations: –Use only specular and diffuse interactions –Take into account only a subset of the light rays emitted by the source lights

Ray tracing It only takes into account the rays that arrive to the point of view It uses inverse ray tracing –from the eye to the light source The algorithm depends on the point of view It’s a global model with a local calculation for each point

Ray tracing - process It calculates the intersection with objects –Visibility of the lights –It calculates the reflected ray and the refracted ray (or transmitted) for each ray It follows until: –The ray has low energy –The ray goes out of the scene –The ray strikes into a diffuse object

Ray tracing - sketch Ray tracing from the point of view S: Shadow (to light sources) R: Reflected T: Transmitted

Ray tracing - limitations It only considers the specular reflection and the refraction The diffuse reflection is considered only in the ray that arrives from the light source It would be very expensive to consider the complete diffuse reflection Most of the scenes have surfaces with diffuse reflection

POV-Ray Persistence of Vision Raytraces (POV-Ray) is the most known ray tracing application It is free: Easy interface It has a visual data editor

Images of PovRay

Radiosity It implements the interaction between diffuse surfaces It creates a solution independent of the point of view –The solution is calculated for all the points of the scene It calculates the radiation for each polygon It is necessary to discretize (divide in smaller polygons) the scene –The discretization process depends on the previous step of the solution

Radiosity - process The light sources are considered emitter polygons It is calculated the diffuse-diffuse interaction with each visible polygon for the light A portion of the light is absorbed and another portion is emitted The process follows with the polygon that has the most energy to emit The process continues until a defined percentage of the energy has been absorbed

Radiosity – form factor The transfer between two polygons is calculated by geometry relations The form factors make an average of the radiation transmitted between two polygons –It takes into account the visibility between each other

Radiosity – example of process

Radiosity - images Escenario

Radiosity - limitations It doesn’t considerer the specular reflection –The scenes usually have both reflections It is necessary to discretize the scene with polygons before the calculation

Radiance It is the “renderer” most known of global illumination (Gregory J. Ward -1994) The goal is to represent illumination with the maximum accuracy in architecture images –Solar light –Artificial light It makes separated calculations for specular reflection and diffuse reflection

Radiance - images