lecture 6 light transport
play

Lecture 6 - Light Transport Welcome! , = (, ) , - PowerPoint PPT Presentation

INFOMAGR Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 6 - Light Transport Welcome! , = (, ) , + , , ,


  1. INFOMAGR – Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 6 - “Light Transport” Welcome! 𝑱 𝒚, 𝒚 ′ = 𝒉(𝒚, 𝒚 ′ ) 𝝑 𝒚, 𝒚 ′ + 𝝇 𝒚, 𝒚 ′ , 𝒚 ′′ 𝑱 𝒚 ′ , 𝒚 ′′ 𝒆𝒚′′ 𝑻

  2. Today’s Agenda:  Introduction  The Rendering Equation  Light Transport

  3. Advanced Graphics – Light Transport 3 Introduction Whitted

  4. Advanced Graphics – Light Transport 4 Introduction Whitted

  5. Advanced Graphics – Light Transport 5 Introduction Whitted Missing:  Area lights  Glossy reflections  Caustics  Diffuse interreflections  Diffraction  Polarization  Phosphorescence  Temporal effects  Motion blur  Depth of field  Anti-aliasing

  6. Advanced Graphics – Light Transport 6 Introduction Anti-aliasing Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:  How do we aim those rays?  What if all rays return the same color?

  7. Advanced Graphics – Light Transport 7 Introduction Anti-aliasing – Sampling Patterns Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:  How do we aim those rays?  What if all rays return the same color?

  8. Advanced Graphics – Light Transport 8 Introduction Anti-aliasing – Sampling Patterns

  9. Advanced Graphics – Light Transport 9 Introduction Anti-aliasing – Sampling Patterns

  10. Advanced Graphics – Light Transport 10 Introduction Anti-aliasing – Sampling Patterns Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:  How do we aim those rays?  What if all rays return the same color?

  11. Advanced Graphics – Light Transport 11 Introduction Whitted Missing:  Area lights  Glossy reflections  Caustics  Diffuse interreflections  Diffraction  Polarization  Phosphorescence  Temporal effects  Motion blur  Depth of field  Anti-aliasing

  12. Advanced Graphics – Light Transport 12 Introduction Distribution Ray Tracing* Soft shadows *: Distributed Ray Tracing, Cook et al., 1984

  13. Advanced Graphics – Light Transport 13 Introduction Distribution Ray Tracing* Glossy reflections *: Distributed Ray Tracing, Cook et al., 1984

  14. Advanced Graphics – Light Transport 14 Introduction Distribution Ray Tracing* ? *: Distributed Ray Tracing, Cook et al., 1984

  15. Advanced Graphics – Light Transport 15 Introduction Distribution Ray Tracing* *: Distributed Ray Tracing, Cook et al., 1984

  16. Advanced Graphics – Light Transport 16 Introduction Distribution Ray Tracing Whitted-style ray tracing is a point sampling algorithm:  We may miss small features  We cannot sample areas Area sampling:  Anti-aliasing: one pixel  Soft shadows: one area light source  Glossy reflection: directions in a cone  Diffuse reflection: directions on the hemisphere

  17. Advanced Graphics – Light Transport 17 Introduction Area Lights Visibility of an area light source: 𝑊 𝐵 = 𝑊 𝑦, ꙍ 𝑗 𝑒ꙍ 𝑗 𝐵 Analytical solution case 1: 𝑊 𝐵 = 𝐵 𝑚𝑗𝑕ℎ𝑢 − 𝐵 𝑚𝑗𝑕ℎ𝑢⋂𝑡𝑞ℎ𝑓𝑠𝑓 Analytical solution case 2: 𝑊 𝐵 = ?

  18. Advanced Graphics – Light Transport 18 Introduction Approximating Integrals An integral can be approximated as a Riemann sum: 𝑂 𝑂 𝐶 𝑊 𝐵 = 𝑔(𝑦) 𝑒𝑦 ≈ 𝑔 𝑢 𝑗 𝛦 𝑗 , where 𝛦 𝑗 = 𝐶 − 𝐵 Image from Wikipedia 𝐵 𝑗=1 𝑗=1 Note that the intervals do not need to be uniform, as long as we sample the full interval. If the intervals are uniform, then 𝑂 𝑂 𝑂 𝑔 𝑢 𝑗 = 𝐶 − 𝐵 𝑔 𝑢 𝑗 𝛦 𝑗 = 𝛦 𝑗 𝑔 𝑢 𝑗 . 𝑂 𝑗=1 𝑗=1 𝑗=1 Regardless of uniformity, restrictions apply to 𝑂 when sampling multi-dimensional functions (ideally, 𝑂 = 𝑁 𝑒 ). Also note that aliasing may occur if the intervals are uniform.

  19. Advanced Graphics – Light Transport 19 Introduction Monte Carlo Integration Alternatively, we can approximate an integral by taking random samples: 𝑂 𝐶 𝑔(𝑦) 𝑒𝑦 ≈ 𝐶 − 𝐵 𝑊 𝐵 = 𝑔 x 𝑗 Image from Wikipedia 𝑂 𝐵 𝑗=1 Here, x 1 . . x 𝑂 ∈ [𝐵, 𝐶] . As 𝑂 approaches infinity, 𝑊 𝐵 approaches the expected value of 𝑔 . Unlike in Riemann sums, we can use arbitrary 𝑂 for Monte Carlo integration, regardless of dimension.

  20. Advanced Graphics – Light Transport 20 Introduction Monte Carlo Integration of Area Light Visibility To estimate the visibility of an area light source, we take 𝑂 random point samples. In this case, 5 out of 6 samples are unoccluded: 𝑊 ≈ 1 6 1 + 1 + 1 + 0 + 1 + 1 = 5 6 In terms of Monte Carlo integration: 𝑂 𝒯 2 𝑊(𝑞) 𝑒𝑞 ≈ 1 𝑊 = 𝑂 𝑊 𝑞 𝑗=1 With a small number of samples, the variance in the estimate shows up as noise in the image.

  21. Advanced Graphics – Light Transport 21 Introduction Monte Carlo Integration of Area Light Visibility We can also use Monte Carlo to estimate the contribution of multiple lights: 1. Take the average of N samples from each light source; 2. Sum the averages. 2 𝐹 𝑦 ← = 𝑀 𝑗 𝑊(𝑦 ↔ 𝑚 𝑗 ) 𝑗=1 𝑦

  22. Advanced Graphics – Light Transport 22 Introduction Monte Carlo Integration of Area Light Visibility Alternatively, we can just take 𝑂 samples, and pick a random light source for each sample. 𝑂 𝐹 𝑦 ← = 2 𝑂 𝑀 𝑟 𝑊 𝑞 , 𝑟 ∈ {1,2} 𝑟 𝑗=1 𝑂 𝑀 𝑟 𝑊 𝑞 = 1 𝑟 𝑂 0.5 𝑗=1 𝑦

  23. Advanced Graphics – Light Transport 23 Introduction Monte Carlo Integration of Area Light Visibility We obtain a better estimate with fewer samples if we do not treat each light equally. In the previous example, each light had a 50% probability of being sampled. We can use an arbitrary probability, by dividing the sample by this probability. 𝑂 𝑀 𝑟 𝑊 𝑞 𝐹 𝑦 ← = 1 𝑟 𝑂 , 𝜍 𝑟 = 1, 𝜍 𝑟 > 0 𝜍 𝑟 𝑗=1 𝑦

  24. Advanced Graphics – Light Transport 24 Introduction Distribution Ray Tracing Key concept of distribution ray tracing: We estimate integrals using Monte Carlo integration. Integrals in rendering:  Area of a pixel  Lens area (aperture)  Frame time  Light source area  Cones for glossy reflections  Wavelengths  …

  25. Advanced Graphics – Light Transport 25 Introduction Open Issues Remaining issues:  Energy distribution in the ray tree / efficiency  Diffuse interreflections

  26. Today’s Agenda:  Introduction  The Rendering Equation  Light Transport

  27. Advanced Graphics – Light Transport 27 Rendering Equation Whitted, Cook & Beyond Missing in Whitted: Cook:  Area lights  Area lights  Glossy reflections  Glossy reflections  Caustics × Caustics  Diffuse interreflections × Diffuse interreflections  Diffraction × Diffraction  Polarization × Polarization  Phosphorescence × Phosphorescence  Temporal effects × Temporal effects  Motion blur  Motion blur  Depth of field  Depth of field  Anti-aliasing  Anti-aliasing

  28. Advanced Graphics – Light Transport 28 Rendering Equation Whitted, Cook & Beyond Cook’s solution to rendering: Sample the many-dimensional integral using Monte Carlo integration. … 𝐵 𝑞𝑗𝑦𝑓𝑚 𝐵 𝑚𝑓𝑜𝑡 𝑈 𝑔𝑠𝑏𝑛𝑓 𝛻 𝑕𝑚𝑝𝑡𝑡𝑧 𝐵 𝑚𝑗𝑕ℎ𝑢 Ray optics are still used for specular reflections and refractions: The ray tree is not eliminated. (In fact: for each light, one or more shadow rays are produced)

  29. Advanced Graphics – Light Transport 29 Rendering Equation God’s Algorithm 1 room 1 bulb 100 watts 10 20 photons per second Photon behavior:  Travel in straight lines  Get absorbed, or change direction: Bounce (random / deterministic)  Get transmitted   Leave into the void  Get detected

  30. Advanced Graphics – Light Transport 30 Light Transport

  31. Advanced Graphics – Light Transport 31 Rendering Equation God’s Algorithm - Mathematically A photon may arrive at a sensor after travelling in a straight line from a light source to the sensor: 𝑀 𝑡 ← 𝑦 = 𝑀 𝐹 (𝑡 ← 𝑦) Or, it may be reflected by a surface towards the sensor: 𝑠 𝑡 ← 𝑦 ← 𝑦 ′ 𝑀 𝑦 ← 𝑦 ′ 𝐻 𝑦 ↔ 𝑦 ′ 𝑒𝐵(𝑦 ′ ) 𝑀 𝑡 ← 𝑦 = 𝑔 𝐵 Those are the options. Adding direct and indirect illumination together: 𝑠 𝑡 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦 ′ 𝑒𝐵(𝑦 ′ ) 𝑀 𝑡 ← 𝑦 = 𝑀 𝐹 𝑡 ← 𝑦 + 𝑔 𝐵

  32. Advanced Graphics – Light Transport 32 Rendering Equation God’s Algorithm - Mathematically 𝑠 𝑡 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦 ′ 𝑒𝐵(𝑦 ′ ) 𝑀 𝑡 ← 𝑦 = 𝑀 𝐹 𝑡 ← 𝑦 + 𝑔 𝐵 Geometry factor Indirect Reflection Hemisphere Emission

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend