Global Illumination CMSC 435/634. Global Illumination Local Illumination – light – surface – eye – Throw everything else into ambient Global Illumination.

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Presentation transcript:

Global Illumination CMSC 435/634

Global Illumination Local Illumination – light – surface – eye – Throw everything else into ambient Global Illumination – light – surface – surface – … – eye – Multiple bounces – All photon paths: Reflection, refraction, diffuse Participating media

Global Illumination ambient no ambient global illumination

Radiometric Units TermSymbolUnits Radiant EnergyQJ Radiant Flux (Power)  = dQ/dt W = J/s Radiant Intensity I = d  /d  W/sr Radiosity (exiting) B = d  /dA W/m 2 Irradiance (entering) E = d  /dA W/m 2 Radiance L = d 2  /(d  dA) W/(sr m 2 )

Radiant Energy (Q) Total energy (Joules) Over all time, directions, area, …

Radiant Flux (  )  = dQ/dt in Watts = J/s Radiant energy per unit time This is the one you probably want – Unless you are measuring total energy absorbed – E.g. by a plant over hours of daylight

Radiant Intensity (I) I = d  /d  in W/sr Radiant Flux emitted per unit solid angle – Light from a point in a small cone of directions

Radiosity (B) B = d  /dA in W/m 2 All light leaving a patch of surface –Emitted or reflected –All directions –Measured per unit area

Irradiance (E) E = d  /dA in W/m 2 All light entering a patch of surface – All directions – Measured per unit area

Radiance (L) L = d 2  /(d  dA) in W/(sr m 2 ) Light entering patch of surface from a direction –Per unit area –Per unit solid angle –Think of light coming into a patch of surface from a small cone of directions Compare to Irradiance (over all directions)

Photometric Units Considers human response – How bright it seems TermSymbolUnitsName Luminous EnergyQTTalbot Luminous Flux  = dQ/dt lm = T/sLumen Luminous Intensity I = d  /d  cd = lm/srCandella Illuminance E = d  /dA lx = lm/m 2 Lux Luminance L = d 2  /(d  dA) nt = cd/m 2 Nits

Backward Algorithms: Ray / Path Tracing Follow photons backwards: eye to light Traditional ray tracing – Follow primary reflection Path tracing – Monte-carlo integration – Probabalistically choose path direction – Many rays per pixel Kajiya 1986

Forward Algorithms: Photon Map Follow photons forward: light to eye Photon Map – Bounce photons from surface to surface – Collect in spatial data structure – Final gather per pixel Wann Jensen and Christensen 1998

Forward Algorithms: Radiosity Diffuse only: Progressive Radiosity Lights emit Other surfaces collect – rendering hemicube Then emit Cohen et al. 1988

Forward Algorithms: Radiosity Full Radiosity Form Factor = contrib of patch i on patch j – Radiosity i = Emission i + ∑ FormFactor i,j * Radiosity j – Solve (big) matrix form

Forward Algorithms: Virtual Point Lights (Instant Radiosity) Bounce photons Leave virtual point light at each bounce Watch out for “weak singularity” – Light too bright near point Hayward

Bidirectional Path Tracing Trace both light and view paths Connect view path to light path – Instead of view path to light Metropolis – Find paths that work – Mutate them to make more

18 Bidirectional Path Tracing & Metropolis Light Transport

Interactive Rendering Viewpoint independent – Diffuse surfaces only Pre-compute and store radiosity – As patch/vertex colors – As texture Separate solution for each light – Linear combination to change lights

Interactive Rendering Viewpoint dependent Compute light probes at limited points – Store in a form with direction Cube Map per probe Spherical Harmonics Precomputed Radiance Transfer – Directional representation per vertex or texel