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Photorealism: Ray Tracing Huamin Wang (whmin@cc.gatech) Georgia Tech Nov 11, 2008

Photorealism: Ray Tracing Huamin Wang (whmin@cc.gatech.edu) Georgia Tech Nov 11, 2008. Quiz 1. Quiz 2. Henrik Wann Jensen, 1992. quiz. "Boreal" by Norbert Kern (2004). "Christmas Baubles" by Jaime Vives Piqueres (2005). quiz. "The Wet Bird" by Gilles Tran (2001). CONTENT.

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Photorealism: Ray Tracing Huamin Wang (whmin@cc.gatech) Georgia Tech Nov 11, 2008

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  1. Photorealism: Ray Tracing Huamin Wang (whmin@cc.gatech.edu) Georgia Tech Nov 11, 2008

  2. Quiz 1

  3. Quiz 2 Henrik Wann Jensen, 1992

  4. quiz "Boreal" by Norbert Kern (2004)

  5. "Christmas Baubles" by Jaime Vives Piqueres (2005)

  6. quiz "The Wet Bird" by Gilles Tran (2001)

  7. CONTENT • Basics of ray tracing • Monte Carlo integration • Distributed ray tracing • Soft shadow • Glossy surface • Fuzzy glass • Depth of field • Motion blur • Conclusion

  8. Basics of ray tracing Light 0 Camera E Image Plane L(E)? Object 1 Object 0 Light 1

  9. Light Transport N I L(I) E L(E) p Object

  10. Phong modelAn example of Reflectance N I L(I) E R L(E) p

  11. Light Transport N E L(E) p

  12. Light Transport in Basic Ray Tracing L(I1) N L(In) I L(R) E L(E)? R T L(T) known direct illumination Glass (indirect) Mirror (indirect)

  13. Basics of ray tracing g(p,I0)=1 Light 0 I0 Camera R N Image Plane • L(E) • p=Intersection(E); • if p==NULL return backgrd; • R=Reflection(E, N); • T=Refraction(E, N); • return l; E p I1 T Object 1 Object 0 Light 1 g(p,I1)=0

  14. Result of Basic Ray Tracing Huamin Wang et al, 2005

  15. …area of a triangle… P1=(P1.x, P1.y, P1.z) P3=(P3.x, P3.y, P3.z) P2=(P2.x, P2.y, P2.z)

  16. Ray-Implicit Surface Intersection Implicit Surface: f(P)=0 Ray:P=O+tD Solution t: f(O+tD)=0 r Example (Sphere): C

  17. Review: Basics of ray tracing Camera E L Intersection L T R L Intersection Intersection L L T R R L Intersection Intersection Intersection L

  18. Result of Basic Ray Tracing A rendering result: max_depth=16

  19. Limitations of Basic Ray Tracing R N Image Plane E p • Light Source • Indirect Illumination • Lens Camera • Pixel Intergration • …. T Object 1 Object 0 Light 1

  20. CONTENT • Basics of ray tracing • Monte Carlo integration • Distributed ray tracing • Soft shadow • Glossy surface • Fuzzy glass • Depth of field • Motion blur • Conclusion

  21. Monte Carlo Integration • What’s the integral of ? a b

  22. Monte Carlo Integration • What’s the integral of ? Ω

  23. Monte Carlo Integration • What’s the integral of ? Ω

  24. Monte Carlo Integration • Given a 1D uniform random function Rand() from 0 to 1, How to uniformly sample a rectangle? (a,b) dy dx dy dx b p=(x,y) dy dx a (0,0)

  25. Monte Carlo Integration • Given a 1D uniform random function Rand() from 0 to 1, How to uniformly sample a sphere? WRONG!

  26. http://www.cs.utah.edu/~thiago/cs7650/hw5/ Monte Carlo Integration • Given a 1D uniform random function Rand() from 0 to 1, How to uniformly sample a sphere?

  27. Monte Carlo Integration • Given a 1D uniform random function Rand() from 0 to 1, How to uniformly sample a sphere?

  28. http://www.cs.utah.edu/~thiago/cs7650/hw5/ Monte Carlo Integration • Given a 1D uniform random function Rand() from 0 to 1, How to uniformly sample a sphere?

  29. Monte Carlo Integration • Given a 1D uniform random function Rand() from 0 to 1, How to uniformly sample a region? (a,b) Rejection Method While(1) { if ( (x,y) in Ω ) break; } p=(x,y) (0,0)

  30. Monte Carlo VS Riemann • Similar: • The difference between MC and Riemann:

  31. Monte Carlo VS Riemann • The advantage of Monte Carlo

  32. CONTENT • Basics of ray tracing • Monte Carlo integration • Distributed ray tracing • 1. Soft shadow • 2. Glossy surface • 3. Fuzzy glass • 4. Depth of field • 5. Motion blur • Conclusion

  33. 1. Hard Shadow by Point Light N E L(E) p Object Illuminated: Shadow: Genetti & Gordon, 1993

  34. 1. Soft Shadow by Area Light 1. No Shadow 2. Half Shadow (penumbra) 3. Complete Shadow (umbra) N E L(E) Object Genetti & Gordon, 1993

  35. 1. Area Light, distributed ray tracing N N I L(I) E E L(E) L(E) p p Object Object • For i=1:N • Ii=Uniform_Sample(Ω); • End;

  36. 1. Mathematical Validation I E: Eye Ω : Light p

  37. http://www.cs.utah.edu/~thiago/cs7650/hw5/ 1. An Area Light Example Cornell Box: 4 samples

  38. http://www.cs.utah.edu/~thiago/cs7650/hw5/ 1. An Area Light Example Cornell Box: 10 samples

  39. http://www.cs.utah.edu/~thiago/cs7650/hw5/ 1. An Area Light Example Cornell Box: 100 samples

  40. Distributed Ray Tracing • It was proposed by Cook, Porter and Carpenter in 1984. • It is NOTray tracing on a distributed system. • It is a ray tracing method based on sampling rays randomly with certain distribution.

  41. 2. Glossy Surface Definition L(R) L(E) L(E) R E R E

  42. 2. Glossy Surface, Distributed Ray Tracing L(E) R E • For i=1:N • Ri=Uniform_Sample(Ω); • End; Mirror 16 samples 4 samples 64 samples http://www.cse.ohio-state.edu/~xue/courses/782/final/dtr.html

  43. 2. Fuzzy Glass, Distributed Ray Tracing L(E) E T • For i=1:N • Ti=Uniform_Sample(Ω); • End; Mirror 4 samples 16 samples http://www.cse.ohio-state.edu/~xue/courses/782/final/dtr.html

  44. 3. An Fuzzy Glass Example Different glasses rendered by distributing refracted rays, from left to right: ideal glass, fuzzy glass, more fuzzy glass.

  45. 4. The Pinhole Camera Model Camera Image Plane E The projection model in basic ray tracing Object Pinhole Pixel Pixel Object Image Plane The pinhole camera model

  46. 4. Depth of Field: in-focus In-focus: lens Pixel Pixel Image Plane Focal plane

  47. 4. Depth of Field: out-of-focus Out-of-focus: Circle of Confusion lens Pixel object Image focal

  48. 4. Depth of Field: out-of-focus Out-of-focus: Circle of Confusion lens Pixel object Image focal

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