111/17/2015 17:21 Graphics II 91.547 Global Rendering and Radiosity Session 9.

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Presentation transcript:

111/17/ :21 Graphics II Global Rendering and Radiosity Session 9

211/17/ :21 A More Sophisticated View of The Nature of Light Ray Oriented View Used in Phong shading and in ray tracing Single direction Zero width Notion of intensity Flux intensity view Vector field represents energy flow per unit time per unit area Finite beam widths

311/17/ :21 Energy Flow across a Surface

411/17/ :21 Flux and Energy Conservation = Emission + in scattering = streaming + outscattering + absorption

511/17/ :21 Radiance:Energy emitted from a surface per unit projected area, per unit solid angle of direction Energy emitted per surface area, per steradian (solid angle) Therefore: p dd

611/17/ :21 Radiosity: Energy emitted from a surface per unit area Therefore: p

711/17/ :21 Irradiance: Energy arriving at a surface per unit area p

811/17/ :21 Reflectance: Bi-Directional Reflectance Function (BDRF) n

911/17/ :21 The Radiance Equation At any surface: radiance = emitted radiance + total reflected radiance For any incoming direction the reflected radiance in direction is the Irradiance multiplied by the BRDF: Integrating over the hemisphere of all incoming directions at p gives: The radiance equation for outgoing radiance is therefore:

1011/17/ :21 The Radiance Equation: All we really need to know for rendering? Material Surface Properties Light Sources Plenoptic Function

1111/17/ :21 Types of Solution to Radiance Equation LocalGlobal View Dependent OpenGL Phong Lighting Recursive Ray Tracing Monte Carlo Ray Tracing View Independent Flat or Smooth Defined Color (No Lighting) Radiosity Monte Carlo Photon Tracing

1211/17/ :21 The Radiance Equation: Defined Color: No Lighting Solved at Vertices All objects are “emitters” according to glColor*() No reflections considered

1311/17/ :21 The Radiance Equation: OpenGL Lighting Model Objects can be emitters Restricted to Point Light Sources Phong BDRF Solved at Vertices

1411/17/ :21 The Radiance Equation: Recursive Ray Tracing Objects can be emitters Restricted to Point Light Sources + Single Reflected & Refracted Ray Phong BDRF Solved for Rays Through Pixels

1511/17/ :21 The Radiance Equation: Monte Carlo Ray Tracing Objects can be emitters Rays cast recursively, chosen according to BDRF Actual BDRF Solved for Rays Through Pixels

1611/17/ :21 The Radiance Equation: Radiosity Objects can be emitters – emission assumed constant and independent of angle Constant reflectivity Assumed constant over surface “patches” independent of angle Assumed constant over surface “patches” independent of angle

1711/17/ :21 Perfectly Diffuse Reflectivity Energy is reflected uniformly in all directions

1811/17/ :21 Radiosity 0 Based on the theory of heat transfer (energy) between surfaces (Siegel 1984) 0 Adapted to computer graphics by Goral et al. (Goral 1984) 0 Based upon conservation of energy 0 Surfaces are assumed to be perfectly diffuse (lambertian) reflectors 0 Environment is divided into “patches” 0 Radiosity of a patch is the total rate of energy leaving the patch -Assumed constant over the patch -Equal to sum of emitted and reflected energy 0 Interaction among patches modeled by unitless form factors -F ij defined as the fraction of energy leaving dA i that arrives at dA j

1911/17/ :21 The Basic Radiosity Relationship Radiosity x area = emitted energy + reflected energy For an environment divided into n patches: (reciprocity)

2011/17/ :21 Resulting System of Equations

2111/17/ :21 Stages in Radiosity Solution Discretized environment Form factor calculations Full matrix solution Standard renderer Change scene geometry Change colors or lighting Change view Specific View

2211/17/ :21 Calculating the Form Factors: Energy reaching A j from A i Differential energy leaving Ai that reaches Aj is given by: Solid angle subtended by Aj at Ai can be expressed: Substituting gives:

2311/17/ :21 Calculating the Form Factors: Calculating the Energy Fraction

2411/17/ :21 The Nusselt Analogue (Siegel 1984) Patch Projection onto surface of hemisphere Projection onto base of circle

2511/17/ :21 Equivalent Projection Areas

2611/17/ :21 Hemicube Patch i Patch j Projection of patch j onto hemicube “pixels”

2711/17/ :21 Summing Delta Form Factors on Pixels onto which A j Projects Patch i Patch j

2811/17/ :21 Hemicube Algorithm Handling Occlusion Issue Patch i Patch j Patch k Hemicube

2911/17/ :21 Stages in Radiosity Solution Discretized environment Form factor calculations Full matrix solution Standard renderer Change scene geometry Change colors or lighting Change view Specific View N x N Computation Cost Storage N x N

3011/17/ :21 “Gathering”

3111/17/ :21 “Shooting”

3211/17/ :21 Progressive Refinement Radiosity Algorithm repeat for (each patch i) [Position a hemicube on patch I and calculate form factors Fij for the first iteration] for (each patch j ( j!=I )) do  rad =  j  Bi Fij Ai/Aj  Bj =  Bj +  rad Bj=Bj+  rad  Bi=0 until convergence

3311/17/ :21 Number of Patches = 124

3411/17/ :21 Number of Patches = 829

3511/17/ :21 Number of Patches = 124 Number of Elements = 829

3611/17/ :21 Number of Patches = 58 Number of Elements = 1135

3711/17/ :21 Comparison of Images 124 Patches 5.36 min. 829 Patches min. 124 Patches, 829 Elements 32.6 min.58 Patches, 1135 elements min

3811/17/ :21 Rendering Caustics Arvo, 1986

3911/17/ :21 Combining Radiosity and Ray Tracing

4011/17/ :21 Combined Radiosity and Ray Tracing