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CS 431/636 Advanced Rendering Techniques

CS 431/636 Advanced Rendering Techniques. Dr. David Breen University Crossings 149 Tuesday 6PM  8:50PM. Presentation 1 3/31/09. Class Topics and Objectives. Photo-realistic image generation Ray Tracing! Learn and implement the algorithms needed to create ray traced images

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CS 431/636 Advanced Rendering Techniques

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  1. CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM  8:50PM Presentation 1 3/31/09

  2. Class Topics and Objectives • Photo-realistic image generation • Ray Tracing! • Learn and implement the algorithms needed to create ray traced images • Serious numerical computing and programming class • Assumes you know CG I material

  3. Class Structure • Weekly lectures & reading assignments • 6 regular programming assignments • 1 extra credit assignment • Post images on the web • E-mail the URL to david@cs.drexel.edu • Upload code to WebCT • Grad students give presentations • No final exam

  4. Grading • Graduate Section • Programming Assignments - 90% • In-class Presentation - 10% • Undergraduate Section • Programming Assignments - 95% • Class Participation (Attend class on Week 5) - 5% • Late policy • 1 point/day • Maximum 5 points off

  5. Go To Web Sites • Class web site • Previous pictures web site

  6. Slide Credits • Kevin Suffern - University of Technology, Sydney, Australia • G. Drew Kessler & Larry Hodges - Georgia Institute of Technology • Fredo Durand & Barb Cutler - MIT • Computer Graphics I

  7. Ray Casting • Determines visible surfaces by tracing “light” rays from the viewer’s eye to the objects • View plane is divided by a pixel grid • The eye ray is fired from the center of projection through each pixel 1994 Foley/VanDam/Finer/Huges/Phillips ICG

  8. Ray Tracing • Extension of ray casting • Idea: Continue to bounce the ray in the scene • Shoot rays to light sources • Simple and powerful • Reflections, shadows, transparency and multiple light sources

  9. Ray Tracing Diagrams

  10. First Ray-Traced Image Whitted 1980

  11. Issues • Ray-object intersections • Complex, hierarchical models (CSG?) • Transformations • Camera models • Recursive algorithms • Surface physics (shading models) • Color representations • Light representations • Sampling, anti-aliasing and filtering • Geometric optics • Acceleration techniques • Texture mapping

  12. Left-handed system!

  13. sj sk

  14. Calculating Primary Rays • Given (in world coordinates) • Camera (eye point) location O • Camera view out direction (Zv) • Camera view up vector (Yv) • Distance to image plane (d) • Horizontal camera view angle () • Pixel resolution of image plane (hres, vres) • Calculate set of rays (d) that equally samples the image plane

  15. Calculate Preliminary Values • Camera view side direction (Xv) • Yv Zv • Horizontal length of image plane (sj) • Next slide • Vertical length of image plane (sk) • sk = sj • (vres / hres) • Assume square pixels

  16. Calculating sj • h = d • tan(/2) • sj = 2h • sj = 2d • tan(/2)

  17. Calculate Preliminary Values • Position of top left pixel (P0,0) • O + d Zv - (Sj/2) Xv + (Sk/2) Yv All in world coordinates!

  18. Calculate Those Rays! • P0,0 +  Xv -  Yv sweeps out image plane • 0    Sj; 0   Sk for (j=0; j++; j < hres) for (k=0; k++; k < vres) { dj,k = (P0,0 + Sj(j/(hres-1)) Xv - Sk(k/(vres-1)) Yv) - O; d’j,k = dj,k / | dj,k | ; Image[j,k] = ray_trace(O, d’j,k , Scene); }

  19. Parameters • X and Y resolution of image • Camera location & direction • Distance between camera & image plane • Camera view angle • Distance between pixels • These are not independent! • Goal  Choose your independent variables and calculate your d’s

  20. I recommend setting … • X and Y resolution of image • (hres, vres) • Camera location & orientation • O & Zv & Yv • Distance between camera & image plane • d (a positive scalar, e.g. 10) • Camera view angle • 

  21. Ray-Sphere Intersection G. Drew Kessler Larry Hodges Georgia Institute of Technology

  22. Ray/Sphere Intersection (Algebraic Solution) Ray is defined by R(t) = Ro + Rd*t where t > 0. Ro = Origin of ray at (xo, yo, zo) Rd = Direction of ray [xd, yd, zd] (unit vector) Sphere's surface is defined by the set of points {(xs, ys, zs)} satisfying the equation: (xs - xc)2 + (ys - yc)2 + (zs - zc)2 - rs2 = 0 Center of sphere: (xc, yc, zc) Radius of sphere: rs

  23. Possible Cases of Ray/Sphere Intersection 1. Ray intersects sphere twice with t>0 2. Ray tangent to sphere 3. Ray intersects sphere with t<0 4. Ray originates inside sphere 5. Ray does not intersect sphere 1 2 3 4 5

  24. Solving For t Substitute the basic ray equation: x = xo + xd*t y = yo + yd*t z = zo + zd*t into the equation of the sphere: (x0 + xdt - xc)2 + (y0 + ydt - yc)2 + (z0 + zdt - zc)2 - rs2 = 0 This is a quadratic equation in t: At2 + Bt + C = 0, where A = xd2 + yd2 + zd2 B = 2[xd(x0 - xc) + yd(y0 - yc) + zd(z0 - zc)] C = (x0 - xc)2 + (y0 - yc)2 + (z0 - zc)2 - rs2 Note: A=1

  25. Relation of t to Intersection We want the smallest positive t - call it ti t0 Discriminant = 0 t1 t0 t0 t1 t1 t0 Discriminant < 0

  26. N N Actual Intersection Intersection point, (xi, yi, zi) = (xo+xd*ti, yo+yd*ti, zo+zd*ti) Unit vector normal to the surface at this point is N = [(xi - xc) / rs, (yi - yc) / rs, (zi - zc) / rs] If the ray originates inside the sphere, N should be negated so that it points back toward the center.

  27. Summary (Algebraic Solution) • Calculate A, B and C of the quadratic intersection equation • Calculate discriminant (If < 0, then no intersection) • Calculate t0 • If t0 < 0, then calculate t1 (If t1 < 0, no intersection point on ray) • Calculate intersection point • Calculate normal vector at point Helpful pointers: • Precompute rs2 • Precompute 1/rs • If computed t is very small then, due to rounding error, you may not have a valid intersection

  28. Ray-Triangle Intersection Fredo Durand Barb Cutler MIT

  29. Matrix A

  30. |A|  determinant of matrix A

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