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Ray Tracing Assignment Goal is to reproduce the following Whitted, - PDF document

So You Want to Write a Ray Tracer Checkpoint 3 Basic Shading Ray Tracing Assignment Goal is to reproduce the following Whitted, 1980 1 Ray Tracing Assignment Seven checkpoints Setting the Scene Camera Modeling


  1. So You Want to Write a Ray Tracer Checkpoint 3 – Basic Shading Ray Tracing Assignment  Goal is to reproduce the following Whitted, 1980 1

  2. Ray Tracing Assignment Seven checkpoints   Setting the Scene   Camera Modeling  Basic Shading  Procedural Shading   Recursive Ray Tracing – Reflection  Recursive Ray Tracing – Transmission  Tone Reproduction  Ray Tracing Assignment Seven checkpoints   Setting the Scene   Camera Modeling  Basic Shading  Procedural Shading   Recursive Ray Tracing – Reflection  Recursive Ray Tracing – Transmission  Tone Reproduction  2

  3. Basic Shading  Add Illumination Model and Shadow testing to your ray tracer.  On intersection  Rather than return color of object hit  Check to see if point is illuminated (by spawning shadow ray)  If so calculate color at intersection point using Illumination model Illumination Models  Geometry N V H viewer normal Half-way R S reflection source 3

  4. Illumination Models  Geometry  N - normal vector  S - direction of incoming light  R - direction of perfect mirror reflection  H - halfway between light direction and viewing direction.  V - viewing direction. Phong Model  Default is to implement Phong Model  introduces specular (mirror-like) reflections  Viewer direction becomes more important  three components  ambient - background light (k a )  diffuse - Lambertian reflection (k d )  specular – mirror-like reflection(k s ) 4

  5. Illumination Models  Recall from Linear Algebra u θ v u v u v cos • = � Just one reason to normalize! Phong Model ∑ ∑ k L ( V ) = k L + k L ( S • N) + k L ( R • V) e a a d i i s i i i i ambient diffuse specular Note: L n are radiance terms, include both light and material info 5

  6. Parameters to add  To your world:  Ambient light – background light (r,g,b)  To the light source  Color (r,g,b) gives intensity and chroma. Parameters to add  To each object  Phong parameters  ambient - background light (k a )  diffuse - Lambertian reflection (k d )  specular – mirror-like reflection(k s )  exponent – controls size of specular highlight (k e )  Object “color”  ambient / diffuse color – basic color of object  Specular color – color of specular highlight (white usually) 6

  7. Phong Model Ambient light color x light source color x light source color x ambient object color diffuse object color specular object color ∑ ∑ k L ( V ) = k L + k L ( S • N) + k L ( R • V) e a a d i i s i i i i ambient diffuse specular Only apply if you can see the light from point of intersection! Phong Model  A note about ambient  Ambient light is a kludge to model “background light” resulting from multiple scatterings.  If shadow ray does not reach a light source…should ambient component be included?  You make the call. 7

  8. Vectors you will need  Point of intersection  Get from intersection calculation  N - normal vector  Get from intersection calculation  S - direction of incoming light  Light position – point of intersection  Shadow ray: Need to know if we can see the light  R - direction of perfect mirror reflection  On next slides  V - viewing direction.  Camera position – point of intersection  NORMALIZE ALL VECTORS Reflection Reflection Angle of incidence of ray = Angle of reflectance Perfect mirror surface � � i r d r 8

  9. Calculating Reflection a a n S � � i r r where S is the ray from the S • n intersection point to the light r = S + 2a = S − 2 n 2 source, r is the reflected ray, n and θ r equals θ i For derivation, see http://astronomy.swin.edu.au/~pbourke/geometry/reflected. Applying Phong  If there is an intersection  Calculate ambient component  Get the point of intersection (P)  Spawn a shadow ray from P to the light source  If the ray reaches the light before any other object  Obtain N, V, S, and calculate R  Calculate specular and diffuse components  Add to ambient componet  Return resultant color. 9

  10. Basic Shading  Due date:  Must be posted to Web site by Monday, Jan 14.  Recall:  10% penalty per day  Having trouble?  Let me know EARLY.  Questions? Object oriented hints 10

  11. Extra, Extra  For 5 points  Add support for multiple light sources  Implement another illumination model  Phong-Blinn (see slides)  Strauss (see paper)  Include multiple images on Web site if extras are implemented 11

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