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CSCE 641 Computer Graphics: Radiosity Jinxiang Chai.

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Presentation on theme: "CSCE 641 Computer Graphics: Radiosity Jinxiang Chai."— Presentation transcript:

1 CSCE 641 Computer Graphics: Radiosity Jinxiang Chai

2 Rendering: Illumination Computing Direct (local) illumination Light directly from light sources No shadows Indirect (global) illumination Transparent, reflective surfaces, and hard shadows (Ray tracing) Diffuse interreflections, color bleeding, and soft shadow (radiosity)

3 Rendering: Illumination Computing Direct (local) illumination Light directly from light sources No shadows Indirect (global) illumination Transparent, reflective surfaces, and hard shadows (Ray tracing) Diffuse interreflections, color bleeding, and soft shadow (radiosity)

4 Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources)

5 Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources)

6 Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object)

7 Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object) - transparent ray (light passing through an object)

8 Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object) - transparent ray (light passing through an object)

9 Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object) - transparent ray (light passing through an object)

10 Pros and Cons of Ray Tracing Advantages of ray tracing All the advantages of the local illumination model Also handles shadows, reflection, and refraction Disadvantages of ray tracing Computational expense No diffuse inter-reflection between surfaces (i.e., color bleeding) Not physically accurate Radiosity handles these shortcomings for diffuse surfaces!

11 Radiosity vs. Local Illumination

12 Radiosity

13 Physical Image vs. Radiosity Rendering

14 Radiostiy Definition: The radiant (luminous) exitance is the radiant flux/power per unit area leaving a surface.

15 Radiosity Model light effects by considering the physical laws governing the radiant energy transfer; The radiosity model computes radiant-energy interactions between all the surfaces in a scene

16 Radiosity: Key Idea #1

17 Diffuse Surface

18 Radiosity: Key Idea #2

19 Constant Surface Approximation

20 Radiosity Equation

21

22 Radiosity Algorithm

23 Energy Conservation Equation

24 The total rate of radiant energy leaving surface i per unit square

25 Energy Conservation Equation The rate of energy emitted from surface i per unit area - zero if surface i is not a light source

26 Energy Conservation Equation Reflectivity factor Percent of incident light that is reflected in all directions

27 Energy Conservation Equation Form factor Fractional amount of radiant energy from surface j that reaches surface i

28 Compute Form Factors The form factor specifies the fraction of the energy leaving one patch and arriving at the other. In other words, it is an expression of radiant exchange between two surface patches!

29 Compute Form Factors Radiant energy reaching A x from A y Radiant energy leaving A y in all directions The form factor specifies the fraction of the energy leaving one patch and arriving at the other. In other words, it is an expression of radiant exchange between two surface patches!

30 Form Factor: Reciprocity

31 Radiosity Equation Radiosity for each polygon Linear system: - : radiosity of patch I (unknown) - : emission of patch I (known) - : reflectivity of patch I (known) - : form-factor (known)

32 Linear System A X =B

33 Radiosity Algorithm

34 Form Factors for Infinitesimal Surfaces Visibility - if not visible, receive zero power

35 Form Factors for Subdivided Patches Visibility - if not visible, receive zero power

36 Form Factor: How to compute? Closed Form - analytical Hemicube

37 Form Factor: Analytical

38 Form Factor: How to compute? Closed Form - analytical Hemicube

39 Form Factor: Nusselt Analog Nusselt developed a geometric analog which allows the simple and accurate calculation of the form factor between a surface and a point on a second surface. 3D diagram

40 Form Factor: Nusselt Analog The form factor is, then, the area projected on the base of the hemisphere divided by the area of the base of the hemisphere, or (A/B) A B 2D diagram

41 Form Factor: Nusselt Analog

42 So how can we use Nusselt Analog to compute the form factor?

43 Form Factor: Nusselt Analog So how can we use Nusselt Analog to compute the form factor? - answer: precomputing

44 Form Factor: HemiCube

45 Project path on hemicube Add hemicube cells to compute form factors A B 2D diagram

46 Precomputing Form Factor How to calculate the form factor for each cell?

47 Delta Form Factor: Top Face Top of hemicube

48 Delta Form Factors: Side Faces Side of hemicube

49 The Hemicube in Action

50 Form Factors: HemiCube

51 Form Factors

52 Radiosity Algorithm

53 How to Solve Linear System? Matrix conversion Iterative approaches - Jacobian (gathering) - Gauss-Seidel (gathering) - progressive refinement (shooting)

54 Matrix Conversion - Computational cost: O(N 3 ) - Very slow for a large set of polygons

55 Iterative Approaches

56 Jacobian Iterations For all patches i, i=1,…,N, While not converged: for all patches i=1,…,N

57 Jacobian Iterations For all patches i, i=1,…,N, While not converged: for all patches i=1,…,N Update of one patch requires evaluation of N Form Factors What’s the computational cost?

58 Successive Approximation

59 Rendering - The final Φ i 's can be used in place of intensities in a standard renderer (Gouraud, per-veretx shading) - Radiosities are constant over the extent of a patch - A standard renderer requires vertex intensities (or radiosities) - If the radiosities of surrounding patches are know, vertex radiosities can be estimated using bilinear interpolation

60 Vertex Intensity: Bilinear Interpolation

61 Consolation Room

62 Theatre

63 Steel Mills

64 Radiosity: Benefit Global illumination method: modeling diffuse inter- reflection Color bleeding: a red wall next to a white one casts a reddish glow on the white wall near the corner Soft shadows – an “area” light source casts a soft shadow from a polygon No ambient term hack, so when you want to look at your object in low light, you don’t have to adjust parameters of the objects – just the intensities of the lights! View independent: it assigns a brightness to every surface

65 Radiosity: Limitation Radiation is uniform in all directions Radiosity is piecewise constant – usual renderings make this assumption, but then interpolate cheaply to fake a nice-looking answer – this introduces quantifiable errors No surface is transparent or translucent Reflectivity is independent of directions to source and destination


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