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CSC418 Computer Graphics

This article explores the concepts of ray tracing and global illumination in computer graphics. It discusses different illumination models, such as the Phong model, and how light interacts with surfaces and objects in the environment. The article also covers the different categories of light transport and examines the deficiencies and efficiency improvements of ray tracing. Additionally, it explores other techniques, such as radiosity, for simulating diffuse interaction within a closed environment.

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CSC418 Computer Graphics

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  1. CSC418 Computer Graphics • Raytracing • Shadows • Global Illumination

  2. Local vs. Global Illumination Local Illumination Models • e.g. Phong • Model source from a light reflected once off a surface towards the eye • Indirect light is included with an ad hoc “ambient” term which is normally constant across the scene Global Illumination Models • e.g. ray tracing or radiosity (both are incomplete) • Try to measure light propagation in the scene • Model interaction between objects and other objects and objects and their environment

  3. All surfaces are not created equal • Specular surfaces • e.g. mirrors, glass balls • An idealized model provides ‘perfect’ reflection • Incident ray is reflected back as a ray in a single direction • No scattering (unrealistic) • Diffuse surfaces • e.g. flat paint, chalk • Lambertian surfaces • Incident light is scattered in all directions • Also unrealistic for most surfaces

  4. Categories of light transport • Specular-Specular • Specular-Diffuse • Diffuse-Diffuse • Diffuse-Specular

  5. Ray Tracing • Traces path of specularly reflected or transmitted (refracted) rays through environment • Rays are infinitely thin • Don’t disperse • Signature: shiny objects exhibiting sharp, multiple reflections • Transport E - S – S – S – D – L.

  6. Ray Tracing • Unifies in one framework • Hidden surface removal • Shadow computation • Reflection of light • Refraction of light • Global specular interaction

  7. Raytracing slides borrowed from…

  8. Ray tracing setup

  9. Ray does not intersect objects

  10. Ray hits object

  11. Shadow test

  12. Point in shadow • With a simple lighting model, apply the ambient term for the shadow region

  13. Reflected ray is sent out from intersection point

  14. Reflected ray has hit object • Local illumination model calculated where ray intersects with second object • Result carried back to origin of ray on first object, contributes to object’s colour

  15. Transmitted ray generated for transparent objects

  16. Transmitted ray hit object • Local illumination model calculated where the ray hit object • Result carried back to the point of first intersection

  17. No reflection

  18. Single reflection

  19. Double reflection

  20. Ray Tracing Deficiencies • Local specular illumination model spreads rays in specular reflection, but global model doesn’t • Ignores major light transport mechanisms • Interaction of diffuse surfaces • Intersection computation time is very long

  21. Ray Tracing Efficiency Improvements • Bounding volumes • Spatial subdivision • Octrees • SEADS • BSP

  22. Ray Tracing Improvements: Image Quality • Backwards 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

  23. 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

  24. Radiosity • Diffuse interaction within a closed environment • Theoretically sound • View independent • No specular interactions • Transport E – D – D – D - L

  25. Direct light is only part of the story

  26. Ambient light

  27. Lambertian Reflection and Colour Bleeding

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