#7: Photorealism The High End Elements of the Final Image Geometry - - PowerPoint PPT Presentation

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#7: Photorealism The High End Elements of the Final Image Geometry - - PowerPoint PPT Presentation

#7: Photorealism The High End Elements of the Final Image Geometry Lights Materiality View points & focal points Cameras & op5cs Rendering: color & light SyntheAc Camera Issues the familiar VRay


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SLIDE 1

#7: Photorealism

The High End

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SLIDE 2

Elements of the Final Image

  • Geometry
  • Lights
  • Materiality
  • View points & focal points
  • Cameras & op5cs
  • Rendering: color & light
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SLIDE 3

SyntheAc Camera Issues

“the familiar”

VRay “EV”

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SLIDE 4

SyntheAc Camera

“beyond our scope”

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SLIDE 5

Rendering: Color & Light

“it’s about light & surface”

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SLIDE 6

Review: Classical Rendering

“Top-down” (Phong, et al.)

  • Assumes perfectly diffuse surfaces
  • Works from geometry data to screen
  • Aside from shadows, ignores other geometry
  • Does not render indirect illuminaAon, color

bleed, ambient occlusion, causAcs, or most specular effects (refracAon and reflecAon).

  • SoluAon is view-dependent
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SLIDE 7

Wait! What do we mean by …

  • Indirect illuminaAon
  • Color bleed
  • Specular effects: ReflecAon & RefracAon
  • CausAcs
  • Ambient occlusion
  • View-independence
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SLIDE 8

Indirect illumina5on

Kimbell Art Museum, Louis Kahn, 1972 Light source invisible. Light distributed by diffuse reflecAon off surfaces.

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SLIDE 9

Color Bleed

What color is this wall? What color is this wall?

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SLIDE 10

Color Bleed

The result of diffuse inter-reflecAon. Diffuse reflecAon of color from adjacent surfaces.

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SLIDE 11

Specular Effects

ReflecAon

Specular (mirror-like) reflecAon of geometry in a surface.

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SLIDE 12

Specular Effects

RefracAon

Light bent during transmission through transparent objects.

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SLIDE 13

Caus5cs

Refracted light Diffuse Surface

photograph Early raytracing Diffuse reflecAon of light AFTER specular refracAon. The shadow doesn’t show causAc from glass. The light pa]ern

  • n the table is a

caus.c.

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SLIDE 14

Ambient Occlusion

Closely spaced surfaces block (occlude) ambient light entry, making dark seams and joints.

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SLIDE 15

Ambient Occlusion

With Ambient Occlusion Without Ambient Occlusion

Chaos-group graphic

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SLIDE 16

What is “View-dependence”

  • Light distribuAon in the real world does not

depend on the camera posiAon (no flash!).

  • A rendering always has geometrical

dependencies on viewpoint/etc.

  • Given the cost of compuAng light distribuAon,

it would be nice if a single lighAng soluAon could be shared by a series of renderings, as in an animaAon.

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SLIDE 17

Now: Improving Classical Rendering

  • AnA-alias by super-sampling @ 3:1 or 4:1
  • AnA-alias textures too
  • Use extra “fill” lights (no shadows)
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SLIDE 18

Let’s try a different approach

Light reflects in “infinite” ways, but there are a finite number of screen pixels and model surfaces.

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SLIDE 19

Real Light:

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SLIDE 20

First ApproximaAon: Ray Tracing “individual rays”

Almost Real Light

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SLIDE 21

Ray-Surface Interac5ons

Chaos-group graphic

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SLIDE 22

Light travels in straight lines

  • To reach the eye, it came from the pixel
  • To reach the pixel it came “from” the model
  • Each bounce is specular
  • Work backwards
  • Each pixel is

separate

  • Add up the contribuAons
  • f each bounce.
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SLIDE 23

Ray Tracing “score card”

  • ReflecAon ✔
  • RefracAon ✔
  • Indirect IlluminaAon ✖
  • Color Bleed ✖
  • CausAcs ✖
  • Ambient Occlusion ✖
  • View-dependent soluAon
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SLIDE 24

GePng a Good Ray-tracing

  • AnA-alias by super-sampling @ 3:1 or 4:1
  • AnA-alias textures too
  • Set “maximum-bounces” higher

(note, bounces = 0/1 -> “hidden surfaces”)

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SLIDE 25

The FEM “energy exchange” model

Correct in diffuse environments

Developed at Cornell University

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SLIDE 26

Developed at Cornell University

Radiosity energy exchange

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SLIDE 27

Radiosity: energy exchange

  • Divide surfaces
  • Compute ‘angle factors’
  • Distribute direct illuminaAon
  • Compute bounce

redistribuAon.

  • Subdivide high-contrast

edges.

  • Smooth resulAng image
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SLIDE 28

Radiosity “score card”

  • ReflecAon ✖
  • RefracAon ≈
  • Indirect IlluminaAon ✔
  • Color Bleed ✔
  • CausAcs ✖
  • Ambient Occlusion ✖

+ SoluAon is view-independent

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SLIDE 29

GePng Good Radiosity Result

  • AnA-alias by super-sampling @ 3:1 or 4:1
  • AnA-alias textures too
  • Set “% energy distribuAon” to high number

(e.g. 99%)

  • Combine with Ray-Tracing for reflecAon &

refracAon effects

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SLIDE 30

GePng Both Specular and Diffuse Effects in One Rendering?

Path-Tracing: Enhanced ray-tracing

Work the problem from both ends:

  • 1. Trace light from sources to surfaces
  • 2. Back-trace light from eye into scene.
  • AND-
  • 3. Compute diffuse reflecAons by using staAsAcal

(“sampling”) approach

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SLIDE 31

Path Tracing: Two Passes

Chaos-group graphic

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SLIDE 32
  • 1. Trace Forward from the Lights
  • Send “photons” (light rays) into the scene

(distribute accurately)

  • Whenever a photon strikes a surface, record

where & in what direcAon in a “photon map”

  • Use surface qualiAes (BRDF) to compute

probable bounce direcAon.

  • Bounce
  • Repeat
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SLIDE 33
  • 2. Trace Backwards from the Eye
  • “Back-trace” ray into scene
  • At surfaces, search around in photon map.
  • Compute effect of photons.
  • If surface is specular, follow classical bounce
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SLIDE 34

Review…

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SLIDE 35

Improving Path Tracing

  • AnA-alias by super-sampling @ 3:1 or 4:1
  • AnA-alias textures too
  • Increase number of photons in phase 1
  • Increase number of bounces in phase 2
  • Decrease search radius to sharpen image
  • Increase image samples to improve detail
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SLIDE 36

… umm .. BRDF?

Real surfaces bounce light in complex ways that depend on the wavelength

  • f the light, the angle of incidence,
  • etc. The funcAon that describes how

much light goes where is called …

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SLIDE 37

“BRDF”

BidirecAonal Reflectance DistribuAon FuncAon (where reflected light really goes)

The specular-ish bounce The diffuse-ish bounce

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SLIDE 38

#7: Photorealism

Not The End