Unformatted text preview: CS 445 / 645
Introduction to Computer Graphics
Lecture 17
Radiosity Assignment Four
Write a ray tracer
You’ll have complete control
• Input file format
• User interface
• Data structures
• Form a twoperson group From Fall ‘03 Shane Liesegang William Kammersell Adam Jones, Richard Sun Raytracing vs. Radiosity
Both accomplish global illumination
• Raytracing
– Follow rays of energy as they bounce through a scene Which rays?
Which Pick some. Randomness helps.
Monte Carlo. Still a research topic.
Monte How many rays?
How Derek Juba and Matt Helton
UVa Intro to Gaphics, Fall 2003 Depends on the scene. Still a
topic of research debate.
topic Courtyard House with Curved Elements
Complex Indirect Illumination
Mies van der Rohe Modeling: Stephen Duck; Rendering: Henrik Wann Jensen Raytracing vs. Radiosity
Both accomplish global illumination
• Radiosity
– Compute energy transfer between finitesized
patches of surfaces in the scene Which patches? Must subdivide the scene
Must
somehow How does energy transfer between patches?
Approximating models
Still an area of research Which is better? Raytraced Herik Wann Jensen Radiosity • Radiosity captures the sum of light transfer well
– But it models all surfaces as diffuse reflectors
– Can’t model specular reflections or refraction Images are viewpoint independent
• Raytracing captures the complex behavior of light rays as they reflect and
Raytracing
refract
refract
– Works best with specular surfaces. Why? Diffuse surface converts light ray into many. Ray tracing follows
Diffuse
one ray and does not capture the full effect of the diffusion.
one Must use ambient term to replace absent diffusion Lighting Example: Cornell Box Surface Color Lighting Example: Diffuse Reflection Surface Color Diffuse Shading Lighting Example: Shadows No Shadows Shadows Lighting Example: Soft Shadows Hard Shadows
Point Light Source Soft Shadows
Area Light Source Radiosity: Cornell Experment Measured Simulated Program of Computer Graphics
Cornell University Radiosity: Cornell Experiment Measured Simulated Difference Very Early Radiosity Parry Moon and Domina Spencer Lighting Design (1948 MIT) Very Early Radiosity
Goral et al. 1984.
• Note the color bleeding Early Radiosity Shenchang Eric Chang et al., Cornell 1988 The ‘Rendering Equation’
Jim Kajiya (Current head of Microsoft Research) developed this in
Jim
1986
1986 I ( x, x') = g ( x, x ') ε ( x, x') + ∫ ρ( x, x' , x' ') I ( x' , x' ') dx ' '
S I(x, x’) is the total intensity from point x’ to x
g(x, x’) = 0 when x/x’ are occluded and 1/d2 otherwise (d = distance
between x and x’)
between ε (x, x’) is the intensity emitted by x’ to x
ρ (x, x’,x’’) is the intensity of light reflected from x’’ to x through x’
S is all points on all surfaces Radiosity
All surfaces are assumed perfectly diffuse
• What does that mean about property of lighting in scene?
– Light is reflected equally in all directions
• Same lighting independent of viewing angle / location
– Only a subset of the Rendering Equation Diffusediffuse surface lighting effects possible Radiosity Terms
Radiant power [flux] (Φ )
• Rate at which light energy is transmitted (in watts = joules/sec). Radiant Intensity (I)
• Power radiated onto a unit solid angle in direction
Power
(in watts/steradian)
(in Radiance (L)
• Intensity per unit projected surface area
Intensity
(in watts/m2steradian)
(in Irradiance (E)
• Incident flux density on a locally planar area
Incident
(in watts/m2 )
(in Radiosity (B)
• Exitant flux density from a locally planar area (in watts/ m 2 ) Basic elements of radiosity
Assume surface is Lambertian
• dB is the visible radiant flux emanating
dB
from the surface point in the direction
given by the angles θ and φ within a
differential solid angle dω per unit time,
differential
per unit of surface area
per Basic elements of radiosity
The intensity, I
• The diffuse radiation in direction (θ, φ)
– Radiant energy
Radiant per unit time per projected area per unit solid angle I dB
d! Á Basis elements of radiosity
We have the intensity of radiance in a given
We
direction with a given solid angle…
direction
How will we compute the radiation
How
for all directions?
for Z B hemispher e dB Radiosity equation
Bk – total rate of radiant energy leaving surface k
per unit area
Hk – sum of the radiant energy contributions from
all surfaces in the rendered volume arriving
all
at surface k per unit time per unit area Hk X j B j Fj k Form Factor Form factor, Fjk
The fractional amount of radiant energy from
The
surface j that reaches surface k
surface
We’ll discuss different form factor approximations later. Radiosity equation
Permit surface k to emit light:
Bk E k Hk Hk X
j B j Fj k Ek = 0 if surface k is not a light
Ek = rate of energy emitted by surface k per unit
area (watts/m2)
area Radiosity equation
Permit surface k to have variable reflectance
B k E k ½H k
k ρ k is the reflectivity factor for surface k (percent of
incident light that is reflected in all directions)
incident Radiosity equation
For a single surface, k
Bk E k ½
k X
j Bj Fj k • Note: Fkk = 0 because planar and convex surfaces cannot
“see” themselves
“see” How will we compute this for all surfaces? Radiosity equation
Obtaining illumination effects for all surfaces in
Obtaining
the rendered volume
the
X
Bk E k ½
Bj Fj k
k
• Find Bk for all surfaces, k
• What do we know ahead of time?
– Ek, ρk, Fjk j Radiosity equation
Consider three surfaces
B : B F ; B F ; B : B F ; B F ; B : B F ; B F ; Three equations and three unknowns! Consider three surfaces
B B : B F ; B F ; : B F ; B F ; B : B F ; B F ; 2 3 Move terms around 2 B ¡ : B F ; ¡ : B F ; ¡ : B F ; B ¡ : B F ; ¡ : B F ; ¡ : B F ; B 32 3 ¡ : F ; ¡ : F ; B
6
7
6
76
7 ¡ : F ; 5 4 B 5
4 5 4 ¡ : F ; ¡ : F ; ¡ : F ; B Invert and solve for B vector Extending to more surfaces
Remember, Fk,k = 0 Solving for all Patches
Difficult to perform Gaussian Illumination and
Difficult
solve for b (size of F is large but sparse – why?)
why?
Instead, iterate:
Instead, bk+1 = e – Fbk • Multiplication of sparse matrix is O(n), not O(n2)
• Stop when bk+1 = bk Back to the Form Factors
Fij = energy transfer from surface i to j
energy
= percent of energy emanating from i that
is incident on j F i;j This is a good image
from Foley et al. Note
theta in the image corresponds to phi in
our Hearn and Baker. Form factors
Consider the differential units
• For some small area of surface i and some small area of j F i;j d!
F dA i ;dA j I i B µidA dA i
i
i Form factors d!
F dA i ;dA j I i B µidA dA i
i
i d! F dA i ;dA j dA r r µj dA j
r I i µi dA i µj dA j
B i dA i Remember, theta from our example = phi from the images and
Remember,
examples of Hearn and Baker
examples dA Form factors
F dA i ;dA j I i µi dA i µj dA j
B i dA i F dA i ;dA j I i µi dA i µj dA j
I i ¼ dA i
r F dA i ;dA j µi µj dA j
¼
r Form factors
Visibility factor Final answer
R F i;j R µi µj
sur f i surf j
¼
r
Ai V dA i dA j Normalize for the size of
patch A_i Form Factor – Another image
Spherical projections to model form factor
• project polygon Aj on unit hemisphere centered at (and tangent to) Ai
– Contributes cosθj / r2
• Project this projection to
Project
base of hemisphere
base
– Contributes cosθi
• Divide this area by area
Divide
of circle base
of
– Contributes π(1 2 )
Contributes π(1 dFdi ,dj = cosθi cos θ j πr 2 H ij dA j Form Factor – Another Model
Hemicube allows faster computations
• Analytic solution of hemisphere is expensive
• Use rectangular approximation, hemicube
Use
hemicube
• cosine terms for top and sides
cosine
are simplified
are
• Dimension of 50 – 200 squares
Dimension
is good
is BRDFs
Bidirectional Reflection Distribution Function
• Models how much light is reflected in direction ω0 from
Models
direction ωi
• These functions can be predefined for a surface to facilitate
These
the computation of the form factors
the
– How much light reflects in some given direction?
– Take light coming from all incoming directions, multiply it
Take
by the BRDF, multiply by cos(θ)
by Radiosity
Radiosity is expensive to compute
• Get your PhD by improving it Some parts of illuminated world can change
• Emitted light
• Viewpoint Other things cannot
• Light angles
• Object positions and occlusions
• Computing form factors is expensive Specular reflection information is not modeled Viewdependent vs
Viewindependent
Raytracing models specular reflection well, but
Raytracing
diffuse reflection is approximated
diffuse
Radiosity models diffuse reflection accurately, but
Radiosity
specular reflection is
ignored
ignored
Advanced algorithms
Advanced
combine the two
combine Aliasing in radiosity Nonaxis aligned meshes Doing a better job with discontinuities Engine Room Architectural
design ...
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This note was uploaded on 01/23/2012 for the course CS 445 taught by Professor Bloomfield,a during the Spring '08 term at UVA.
 Spring '08
 BLOOMFIELD,A
 Computer Graphics, Data Structures

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