CSC418: Computer Graphics DAVID LEVIN Todays Topics 1. Texture - - PowerPoint PPT Presentation

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CSC418: Computer Graphics DAVID LEVIN Todays Topics 1. Texture - - PowerPoint PPT Presentation

CSC418: Computer Graphics DAVID LEVIN Todays Topics 1. Texture mapping 2. More Ray Tracing Some slides and figures courtesy of Wolfgang Hurst, Patricio Simari Some figures courtesy of Peter Shirley, Fundamentals of Computer


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DAVID LEVIN

CSC418: Computer Graphics

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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.

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Showtime

https://www.youtube.com/watch?v=frLwRLS_ZR0

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But First … Logistical Things

  • Assignment 3 available on BBS (coming soon to website)
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Topic 1: Texture Mapping

  • Motivation
  • Sources of texture
  • Texture coordinates
  • {Bump, MIP, displacement, environmental}

mapping

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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.

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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.

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SLIDE 8

Motivation

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Motivation

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SLIDE 10
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Topic 1: Texture Mapping

  • Motivation
  • Sources of texture
  • Texture coordinates
  • {Bump, MIP, displacement, environmental}

mapping

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Texture sources: Photographs

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Texture sources: Solid textures

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Texture sources: Procedural

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Texture sources: Synthesized

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Original Synthesized Original Synthesized

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Topic 1: Texture Mapping

  • Motivation
  • Sources of texture
  • Texture coordinates
  • {Bump, MIP, displacement, environmental}

mapping

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Texture coordinates

How does one establish correspondence? (UV mapping)

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Texture coordinates

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Topic 1: Texture Mapping

  • Motivation
  • Sources of texture
  • Texture coordinates
  • {Bump, MIP, displacement, environmental}

mapping

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SLIDE 29

Mipmapping

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MIP-Mapping: Basic Idea

Given a polygon, use the texture image, where the projected polygon best matches the size of the polygon on screen.

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Mipmapping

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Mipmapping

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Environment mapping

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Environment mapping

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Environment mapping

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Environment mapping

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Bump mapping

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Bump mapping

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Bump mapping

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SLIDE 40
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Displacement mapping

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Displacement mapping

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Bounce Maps

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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
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A basic ray tracing algorithm

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Shading model

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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
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local illumination reflection refraction

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Modeling Reflection: Transmission

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Physics of Refraction

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Physics of Refraction

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Geometry of Refraction

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Geometry of Refraction: Transmission Vector

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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 ?

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SLIDE 58

Geometry of Refraction: The Critical Angle

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SLIDE 59

Total Internal Reflection

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SLIDE 60

Total Internal Reflection

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SLIDE 61

Geometry of Refraction: Normal Incidence

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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
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SLIDE 63

Ray Spawning

https://www.scratchapixel.com/lessons/3d-basic- rendering/ray-tracing-overview/light-transport-ray-tracing- whitted

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SLIDE 64

Ray Spawning: The Ray Tree

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SLIDE 65

No reflection

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SLIDE 66

Single reflection

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SLIDE 67

Double reflection

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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
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SLIDE 69

Ray Tracing Improvements: Caustics

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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
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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

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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

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SLIDE 73

Antialiasing – Supersampling

point light area light jaggies w/ antialiasing

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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
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SLIDE 75

Topic 13: Instancing

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SLIDE 76

Copying and transforming objects

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SLIDE 77

Copying and transforming objects

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SLIDE 78

Copying and transforming objects

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SLIDE 79

Ray-instance intersection

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SLIDE 80

Ray-instance intersection

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SLIDE 81

Ray-instance intersection

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SLIDE 82

Ray-instance intersection

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SLIDE 83

Ray-instance intersection

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SLIDE 84

Ray-instance intersection

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SLIDE 85

Transforming normal vectors

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SLIDE 86

Transforming normal vectors

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SLIDE 87

Transforming normal vectors