SLIDE 1
DAVID LEVIN
CSC418: Computer Graphics
SLIDE 2 Today’s Topics
- 1. Texture mapping
- 2. More Ray Tracing
Some slides and figures courtesy of Wolfgang Hürst, Patricio Simari Some figures courtesy of Peter Shirley, “Fundamentals of Computer Graphics”, 3rd Ed.
SLIDE 3 Showtime
https://www.youtube.com/watch?v=frLwRLS_ZR0
SLIDE 4 But First … Logistical Things
- Assignment 3 available on BBS (coming soon to website)
SLIDE 5 Topic 1: Texture Mapping
- Motivation
- Sources of texture
- Texture coordinates
- {Bump, MIP, displacement, environmental}
mapping
SLIDE 6 Motivation
- Adding lots of detail to our models to realistically depict skin,
grass, bark, stone, etc., would increase rendering times dramatically, even for hardware-supported projective methods.
SLIDE 7 Motivation
- Adding lots of detail to our models to realistically depict skin,
grass, bark, stone, etc., would increase rendering times dramatically, even for hardware-supported projective methods.
SLIDE 8
Motivation
SLIDE 9
Motivation
SLIDE 10
SLIDE 11 Topic 1: Texture Mapping
- Motivation
- Sources of texture
- Texture coordinates
- {Bump, MIP, displacement, environmental}
mapping
SLIDE 12
Texture sources: Photographs
SLIDE 13
Texture sources: Solid textures
SLIDE 14
Texture sources: Procedural
SLIDE 15
Texture sources: Synthesized
SLIDE 16 Original Synthesized Original Synthesized
SLIDE 17 Topic 1: Texture Mapping
- Motivation
- Sources of texture
- Texture coordinates
- {Bump, MIP, displacement, environmental}
mapping
SLIDE 18 Texture coordinates
How does one establish correspondence? (UV mapping)
SLIDE 19
Texture coordinates
SLIDE 20
Texture coordinates
SLIDE 21
Texture coordinates
SLIDE 22
Texture coordinates
SLIDE 23
Texture coordinates
SLIDE 24
Texture coordinates
SLIDE 25
Texture coordinates
SLIDE 26
Texture coordinates
SLIDE 27
Texture coordinates
SLIDE 28 Topic 1: Texture Mapping
- Motivation
- Sources of texture
- Texture coordinates
- {Bump, MIP, displacement, environmental}
mapping
SLIDE 29
Mipmapping
SLIDE 30 MIP-Mapping: Basic Idea
Given a polygon, use the texture image, where the projected polygon best matches the size of the polygon on screen.
SLIDE 31
Mipmapping
SLIDE 32
Mipmapping
SLIDE 33
Environment mapping
SLIDE 34
Environment mapping
SLIDE 35
Environment mapping
SLIDE 36
Environment mapping
SLIDE 37
Bump mapping
SLIDE 38
Bump mapping
SLIDE 39
Bump mapping
SLIDE 40
SLIDE 41
Displacement mapping
SLIDE 42
Displacement mapping
SLIDE 43
Bounce Maps
SLIDE 44 Topic 2: Basic Ray Tracing
- Introduction to ray tracing
- Computing rays
- Computing intersections
- ray-triangle
- ray-polygon
- ray-quadric
- the scene signature
- Computing normals
- Evaluating shading model
- Spawning rays
- Incorporating transmission
- refraction
- ray-spawning & refraction
SLIDE 45
A basic ray tracing algorithm
SLIDE 46
Shading model
SLIDE 47 Topic 3: Less Basic Ray Tracing
- Introduction to ray tracing
- Computing rays
- Computing intersections
- ray-triangle
- ray-polygon
- ray-quadric
- the scene signature
- Computing normals
- Evaluating shading model
- Spawning rays
- Incorporating transmission
- refraction
- ray-spawning & refraction
SLIDE 48 local illumination reflection refraction
SLIDE 49
Modeling Reflection: Transmission
SLIDE 50
Physics of Refraction
SLIDE 51
Physics of Refraction
SLIDE 52
Geometry of Refraction
SLIDE 53
Geometry of Refraction: Transmission Vector
SLIDE 54 Assumption: Refracted ray lies in the same plane as the incident ray
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Perpendicular component Parallel component
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Q1: Define all the terms in this equation ? Q2: Which terms are known and unknown during ray tracing ? Q3: How do you compute the unknown terms ?
SLIDE 58
Geometry of Refraction: The Critical Angle
SLIDE 59
Total Internal Reflection
SLIDE 60
Total Internal Reflection
SLIDE 61
Geometry of Refraction: Normal Incidence
SLIDE 62 Topic 12: Less Basic Ray Tracing
- Introduction to ray tracing
- Computing rays
- Computing intersections
- ray-triangle
- ray-polygon
- ray-quadric
- the scene signature
- Computing normals
- Evaluating shading model
- Spawning rays
- Incorporating transmission
- refraction
- ray-spawning & refraction
SLIDE 63 Ray Spawning
https://www.scratchapixel.com/lessons/3d-basic- rendering/ray-tracing-overview/light-transport-ray-tracing- whitted
SLIDE 64
Ray Spawning: The Ray Tree
SLIDE 65
No reflection
SLIDE 66
Single reflection
SLIDE 67
Double reflection
SLIDE 68 Topic 12: Less Basic Ray Tracing
- Introduction to ray tracing
- Computing rays
- Computing intersections
- ray-triangle
- ray-polygon
- ray-quadric
- the scene signature
- Computing normals
- Evaluating shading model
- Spawning rays
- Incorporating transmission
- refraction
- ray-spawning & refraction
- Improvements
SLIDE 69
Ray Tracing Improvements: Caustics
SLIDE 70 Ray Tracing Improvements: Caustics
Reverse Direction Ray Tracing
- Trace from the light to the surfaces and then from
the eye to the surfaces
- “shower” scene with light and then collect it
- “Where does light go?” vs “Where does light come
from?”
- Good for caustics
- Transport E – S – S – S - D – S – S – S - L
SLIDE 71 Ray Tracing Improvements: Image Quality
Cone tracing
- Models some dispersion effects
Distributed Ray Tracing
- Super sample each ray
- Blurred reflections, refractions
- Soft shadows
- Depth of field
- Motion blur
Stochastic Ray Tracing
SLIDE 72 How many rays do you need?
1 ray/light 10 ray/light 20 ray/light 50 ray/light
Images taken from http://web.cs.wpi.edu/~matt/courses/cs563/talks/dist_ray/dist.html
SLIDE 73 Antialiasing – Supersampling
point light area light jaggies w/ antialiasing
SLIDE 74 Radiosity
- Diffuse interaction within a closed environment
- Theoretically sound
- View independent
- No specular interactions
- Color bleeding visual effects
- Transport E – D – D – D - L
SLIDE 75
Topic 13: Instancing
SLIDE 76 Copying and transforming objects
SLIDE 77 Copying and transforming objects
SLIDE 78 Copying and transforming objects
SLIDE 79 Ray-instance intersection
SLIDE 80 Ray-instance intersection
SLIDE 81 Ray-instance intersection
SLIDE 82 Ray-instance intersection
SLIDE 83 Ray-instance intersection
SLIDE 84 Ray-instance intersection
SLIDE 85 Transforming normal vectors
SLIDE 86 Transforming normal vectors
SLIDE 87 Transforming normal vectors