SLIDE 2 2 Plan for today
– Today:
- Ray tracing optimization
- Intro to Material Properties/BRDFs/Illumination
Models
– Thursday:
- Practical considerations for Illumination Modeling
- Raytracer – Checkpoint 3
Computer Graphics as Virtual Photography
camera (captures light) synthetic image camera model (focuses simulated lighting)
processing
photo processing tone reproduction real scene 3D models Photography: Computer Graphics: Photographic print
Ray Tracing
- Integrated aspects of light and object
interaction that had formerly been handled by separate algorithms:
– Hidden surface removal – Reflection – Refraction – Shadows – Global specular interaction
Turner Whitted
Ray Tracing - Problems
- Object - ray intersection
- Computation time
- Ray traced images are point sampled
– “Too sharp” (super real) – “wrong image” – Sharp shadows – Sharp Reflection/Refraction
- Multiple reflections especially are too sharp
– Aliasing
- Doesn’t handle major light transport functions
– Diffuse interaction – Scattering of light – Caustics
Ray Tracing: Intersection
- We only talked about ray intersection with spheres
and planes
– Boxes – Cylinders – Cones – Triangles – Spline surfaces – Irregular shapes
Ray Tracing - Object - Ray Intersection
- For each ray, intersection test needs to be
made for each object
– This could costly if you have many
- bjects…consider if object has n polygons, n
very large! – Solutions
- Bounding Volume
- Spatial Subdivision