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CMSC 635 Global Illumination.  Local Illumination  light – surface – eye  Throw everything else into ambient  Global Illumination  light – surface.

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Presentation on theme: "CMSC 635 Global Illumination.  Local Illumination  light – surface – eye  Throw everything else into ambient  Global Illumination  light – surface."— Presentation transcript:

1 CMSC 635 Global Illumination

2  Local Illumination  light – surface – eye  Throw everything else into ambient  Global Illumination  light – surface – surface … – eye  Multiple bounces  Local Illumination  light – surface – eye  Throw everything else into ambient  Global Illumination  light – surface – surface … – eye  Multiple bounces

3 Global Illumination ambient no ambient global illumination

4 “Backward” algorithms  Follow light transport: eye to light  Traditional ray tracing  Follow primary reflection  Path tracing  Follow other rays  Monte-carlo integration  Follow light transport: eye to light  Traditional ray tracing  Follow primary reflection  Path tracing  Follow other rays  Monte-carlo integration

5 “Forward” algorithms  Follow light transport: light to eye  Lights are emitters  Everything else both emitter & receiver  Integrate bounce to bounce  All surfaces for each bounce (radiosity)  All bounces for one photon (photon map)  Follow light transport: light to eye  Lights are emitters  Everything else both emitter & receiver  Integrate bounce to bounce  All surfaces for each bounce (radiosity)  All bounces for one photon (photon map)

6 Radiosity  Based on radiant heat transport  Diffuse surfaces only  Try to find steady state solution  Based on radiant heat transport  Diffuse surfaces only  Try to find steady state solution

7 Sample Locations  Usually need more samples than provided by geometric patches  Uniform subdivision  Adaptive regular subdivision  Adaptive irregular subdivision  Usually need more samples than provided by geometric patches  Uniform subdivision  Adaptive regular subdivision  Adaptive irregular subdivision

8 Discontinuity Meshing Lischinski, Tampieri and Greenburg, “Combining Hierarchical Radiosity and Discontinuity Meshing”, SIGGRAPH 93

9 Discontinuity Meshing Lischinski, Tampieri and Greenburg, “Combining Hierarchical Radiosity and Discontinuity Meshing”, SIGGRAPH 93

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

11 Two pass  Radiosity for diffuse  Ray tracing for reflection  Doesn’t handle radiosity of specularly reflected light  Radiosity for diffuse  Ray tracing for reflection  Doesn’t handle radiosity of specularly reflected light

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

13 Photometric Units TermSymbolUnits Luminous EnergyQtalbot Luminous Flux  = dQ/dt lm = talbot/s Illuminance (entering) E = d  /dA lx = lm/m 2 Luminous exitance m = d  /dA lm/m 2 Luminous Intensity I = d  /d  cd = lm/sr Luminance L = d 2  /(d  dA) lm/(sr m 2 )


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