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CS559: Computer Graphics

CS559: Computer Graphics. Lecture 36: Raytracing Li Zhang Spring 2008. Many Slides are from Hua Zhong at CUM, Paul Debevec at USC. Today. ray tracing, image based rendering Reading Shirley Ch 10 on ray tracing, except for ch 10.10 Shirley Ch 25 on image based rendering

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CS559: Computer Graphics

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  1. CS559: Computer Graphics Lecture 36: Raytracing Li Zhang Spring 2008 Many Slides are from Hua Zhong at CUM, Paul Debevec at USC

  2. Today • ray tracing, image based rendering • Reading • Shirley Ch 10 on ray tracing, except for ch 10.10 • Shirley Ch 25 on image based rendering • (Optional) Levoy and Hanrahan, Light Field Rendering, SIGGRAPH 1996, http://portal.acm.org/citation.cfm?id=237199

  3. Jittered Sampling • AKA stratified sampling, • Divide pixel into a grid of subpixels • Sample each subpixel at a random location • Combines the advantages of both uniform and random sampling • filters high frequencies • frequencies greater than subpixel sampling rate turned into noise • Commonly used

  4. Soft shadow penumbra

  5. Soft Shadow

  6. Comparison

  7. Glossy Surface http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

  8. Vertical vsHorizonal roughness http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

  9. Ray tracing a glossy surface http://www.neilblevins.com/cg_education/brushed_metal/brushed_metal.htm

  10. Ray tracing a glossy surface

  11. Depth of Field

  12. Depth of Field Focal plane sensor aperture

  13. Depth of Field Focal plane sensor aperture

  14. Depth of Field in OpenGL

  15. Depth of Field in OpenGL • Render an image at each jittered location • Then average the images

  16. Motion Blur • Ray trace a moving scene at different time instance and average the images

  17. Motion Blur in OpenGL • Render a moving scene at different time instance • Average the images (using Accumulation buffer)

  18. Ray tracing examples

  19. Ray tracing examples

  20. Ray tracing examples

  21. Image Based Rendering • Motivation • Realistic Rendering requires • realistic 3D models • realistic material models • takes time

  22. Rendering a desktop

  23. Rendering a desktop Rendering in real-time, with global illumination effect (e.g. inter-reflection)

  24. Image Based Rendering • Fast Realistic Rendering without 3D models

  25. Start from Ray Tracing • Rendering is about computing color along each ray

  26. Sampling Rays

  27. Sampling Rays by Taking Pictures

  28. Rendering as Ray Resampling

  29. Ray space • How to parameterize the ray space • How to sample and resample rays

  30. Two Plane Parameterization

  31. Stanford Camera Array

  32. Light Field Rendering • Very Fast

  33. Light Field Rendering • 4D interpolation

  34. Light Field Rendering • Don’t need to model anything: • surface model, • volumetric model, • lighting model, • surface property model… • NOTHING but sampling and resampling rays.

  35. Application in Movies

  36. Capture scene with a camera array

  37. Bullet time in Games Max Payne (2001)

  38. Discussion • Limitation • Sampling density must be high • Fixed Illumination, static scene

  39. Methods using Fewer Cameras • High-quality video view interpolation using a layered representation.C. L. Zitnick, S.B. Kang, M. Uyttendaele, S. Winder, and R. Szeliski, SIGGRAPH 2004 http://research.microsoft.com/~larryz/videoviewinterpolation.htm

  40. Image Based Lighting • http://www.debevec.org/IBL2001/

  41. CG Objects Illuminated by a Traditional CG Light Source

  42. Real-World HDR Lighting Environments FunstonBeach EucalyptusGrove GraceCathedral UffiziGallery Lighting Environments from the Light Probe Image Gallery:http://www.debevec.org/Probes/

  43. Paul Debevec. A Tutorial on Image-Based Lighting. IEEE Computer Graphics and Applications, Jan/Feb 2002.

  44. Illuminating a Small Scene

  45. Rendering with Natural Light SIGGRAPH 98 Electronic Theater

  46. IMAGE-BASED LIGHTING INFIAT LUX Paul Debevec, Tim Hawkins, Westley Sarokin, H. P. Duiker, Christine Cheng, Tal Garfinkel, Jenny Huang SIGGRAPH 99 Electronic Theater

  47. Capturing a Spatially-Varying Lighting Environment

  48. So far • Put synthetic objects in real natual lighting • How to put real actors in synthetic environment?

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