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Ray Tracing. TodayBasic algorithmsOverview of pbrtRay-surface intersection for single surfaceNext lectureAcceleration techniques for ray tracing large numbers of geometric primitives. Classic Ray Tracing. Greeks: Do light rays proceed from the eye to the light, or from the light to the eye?Gau
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1. Ray Tracing and PBRT
2. Ray Tracing Today
Basic algorithms
Overview of pbrt
Ray-surface intersection for single surface
Next lecture
Acceleration techniques for ray tracing large numbers of geometric primitives
3. Classic Ray Tracing Greeks: Do light rays proceed from the eye to the light, or from the light to the eye?
Gauss: Rays through lenses
Three ideas about light
1. Light rays travel in straight lines
2. Light rays do not interfere with each other if they cross
3. Light rays travel from the light sources to the eye (but the physics is invariant under path reversal - reciprocity).
Eventually get the detailed history of the Greeks right. Marc has some notes on this in his lectures on perspective.
Photons are bosons.
3. And the Greek ideas are related, but not together on the slide.
The Gauss thing is tangential.Eventually get the detailed history of the Greeks right. Marc has some notes on this in his lectures on perspective.
Photons are bosons.
3. And the Greek ideas are related, but not together on the slide.
The Gauss thing is tangential.
4. Ray Tracing in Computer Graphics Appel 1968 - Ray casting
1. Generate an image by sending one ray per pixel
2. Check for shadows by sending a ray to the light
5. Ray Tracing in Computer Graphics
Whitted 1979
Recursive ray tracing (reflection and refraction)
6. Spheres-over-plane.pbrt (g/m 10)
7. Spheres-over-plane.pbrt (mirror 0)
8. Spheres-over-plane.pbrt (mirror 1)
9. Spheres-over-plane.pbrt (mirror 2)
10. Spheres-over-plane.pbrt (mirror 5)
11. Spheres-over-plane.pbrt (mirror 10)
12. Spheres-over-plane.pbrt (glass 0)
13. Spheres-over-plane.pbrt (glass 1)
14. Spheres-over-plane.pbrt (glass 2)
15. Spheres-over-plane.pbrt (glass 5)
16. Spheres-over-plane.pbrt (glass 10)
17. Spheres-over-plane.pbrt (glass 10)
19. PBRT Architecture
20. PBRT Architecture
21. Ray-Surface Intersection
22. Ray-Plane Intersection Ray:
Plane:
Solve for intersection
Substitute ray equation into plane equation
23. Ray-Polyhedron
Ray-slab
Optimize code so parts of the dot products are not duplicated
Find tmin and tmax
If slabs are perpendicular to the principal directions, can reduce calculation further
Ray-bbox
Compute tmin and tmax for the first set of parallel planes
Compute tmin and tmax for the second set of parallel planes
Find the max of the mins, and the min of the maxes
Ray-convex polyhedra
Compute all the tmins; mins are defined as rays crossing from positive to negative half-space
Compute all the tmaxs; maxs are defined as rays crossing from negative to positive half-spaces
Take the max of the mins, and the min of the maxs
Check whether the point is inside the convex half-spaces
Note this is an O(n) algorithm. The simplest algorithm, find each intersection and test whether
It is inside the polyhedra is O(n^2).
In all these examples need to be careful that the intersection is in the positive half-interval of the ray
Ray-slab
Optimize code so parts of the dot products are not duplicated
Find tmin and tmax
If slabs are perpendicular to the principal directions, can reduce calculation further
Ray-bbox
Compute tmin and tmax for the first set of parallel planes
Compute tmin and tmax for the second set of parallel planes
Find the max of the mins, and the min of the maxes
Ray-convex polyhedra
Compute all the tmins; mins are defined as rays crossing from positive to negative half-space
Compute all the tmaxs; maxs are defined as rays crossing from negative to positive half-spaces
Take the max of the mins, and the min of the maxs
Check whether the point is inside the convex half-spaces
Note this is an O(n) algorithm. The simplest algorithm, find each intersection and test whether
It is inside the polyhedra is O(n^2).
In all these examples need to be careful that the intersection is in the positive half-interval of the ray
24. Ray-Triangle Intersection 1 These are areas in 2D
This diagram applies in 2D.
These are areas in 2D
This diagram applies in 2D.
25. 2D Homogeneous Coordinates
26. 2D Homogeneous Coordinates
27. Ray-Triangle Intersection 2 This is a leap to 3D! Not as obvious.
First find intersection with plane of support
Second test whether point of intersection is inside the triangle
In 3D, the determinants are triple products.
Triple products correspond to the volume of the parallelpiped formed by the 3 vectors
The readings include the Trumbone paper on improvements to this algorithm
The readings also include a paper by me on how to interpret this in terms of line coordinates.This is a leap to 3D! Not as obvious.
First find intersection with plane of support
Second test whether point of intersection is inside the triangle
In 3D, the determinants are triple products.
Triple products correspond to the volume of the parallelpiped formed by the 3 vectors
The readings include the Trumbone paper on improvements to this algorithm
The readings also include a paper by me on how to interpret this in terms of line coordinates.
28. Ray-Triangle Intersection 3 First find intersection with plane of support
Second test whether point of intersection is inside the triangle
In 3D, the determinants are triple products.
Triple products correspond to the volume of the parallelpiped formed by the 3 vectors
The readings include the Trumbone paper on improvements to this algorithm
The readings also include a paper by me on how to interpret this in terms of line coordinates.First find intersection with plane of support
Second test whether point of intersection is inside the triangle
In 3D, the determinants are triple products.
Triple products correspond to the volume of the parallelpiped formed by the 3 vectors
The readings include the Trumbone paper on improvements to this algorithm
The readings also include a paper by me on how to interpret this in terms of line coordinates.
29. Ray-Polygon Intersection 1. Find intersection with plane of support
2. Test whether point is inside 3D polygon
Project onto xy plane
Test whether point is inside 2D polygon
30. Point in Polygon
inside(vert v[], int n, float x, float y) {
int cross=0; float x0, y0, x1, y1;
x0 = v[n-1].x - x;
y0 = v[n-1].y - y;
while( n-- ) {
x1 = v->x - x;
y1 = v->y - y;
if( y0 > 0 ) {
if( y1 <= 0 )
if( x1*y0 > y1*x0 ) cross++;
}
else {
if( y1 > 0 )
if( x0*y1 > y0*x1 ) cross++;
}
x0 = x1; y0 = y1; v++;
}
return cross & 1;
} Didn’t have time to go over this in detail.Didn’t have time to go over this in detail.
31. Ray-Sphere Intersection Sometimes D is assumed to have unit length; then D^2 is 1.
If I right this up, I should go through the precision analysis. There are two ways to solve the quadratic equation. Slusallek pointed this out to me.Sometimes D is assumed to have unit length; then D^2 is 1.
If I right this up, I should go through the precision analysis. There are two ways to solve the quadratic equation. Slusallek pointed this out to me.
32. Geometric Methods Methods
Find normal and tangents
Find surface parameters
e.g. Sphere
Normal
Parameters
33. Ray-Implicit Surface Intersection 1. Substitute ray equation
2. Find positive, real roots
Univariate root finding
Newton’s method
Regula-falsi
Interval methods
Heuristics
34. Ray-Algebraic Surface Intersection Degree n
Linear: Plane
Quadric: Spheres, …
Quartic: Tori
Polynomial root finding
Quadratic, cubic, quartic
Bezier/Bernoulli basis
Descartes’ rule of signs
Sturm sequences Add something about patches P(u,v)Add something about patches P(u,v)
35. History Polygons Appel ‘68
Quadrics, CSG Goldstein & Nagel ‘71
Tori Roth ‘82
Bicubic patches Whitted ‘80, Kajiya ‘82
Superquadrics Edwards & Barr ‘83
Algebraic surfaces Hanrahan ‘82
Swept surfaces Kajiya ‘83, van Wijk ‘84
Fractals Kajiya ‘83
Height fields Coquillart & Gangnet ’84, Musgrave ‘88
Deformations Barr ’86
Subdivision surfs. Kobbelt, Daubert, Siedel, ’98
P. Hanrahan, A survey of ray-surface intersection algorithms