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CSCE 441 Computer Graphics: Radiosity. Jinxiang Chai. Rendering: Illumination Computing. Direct ( local ) illumination Light directly from light sources No shadows Indirect ( global ) illumination Transparent, reflective surfaces, and hard shadows (Ray tracing)
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CSCE 441 Computer Graphics: Radiosity Jinxiang Chai
Rendering: Illumination Computing • Direct (local) illumination • Light directly from light sources • No shadows • Indirect (global) illumination • Transparent, reflective surfaces, and hard shadows (Ray tracing) • Diffuse interreflections, color bleeding, and soft shadow (radiosity)
Rendering: Illumination Computing • Direct (local) illumination • Light directly from light sources • No shadows • Indirect (global) illumination • Transparent, reflective surfaces, and hard shadows (Ray tracing) • Diffuse interreflections, color bleeding, and soft shadow (radiosity)
Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources)
Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources)
Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object)
Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object) - transparent ray (light passing through an object)
Review: Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object) - transparent ray (light passing through an object)
Ray Tracing Assumption The illumination of a point is determined by - illumination/shadow ray (direct lighting from light sources) - reflection ray (light reflected by an object) - transparent ray (light passing through an object)
Pros and Cons of Ray Tracing Advantages of ray tracing All the advantages of the local illumination model Also handles shadows, reflection, and refraction Disadvantages of ray tracing Computational expense No diffuse inter-reflection between surfaces (i.e., color bleeding) Not physically accurate Radiosity handles these shortcomings for diffuse surfaces!
Radiostiy • Definition: The radiant (luminous) exitance is the radiant flux per unit area leaving a surface.
Radiosity • The radiosity model computes radiant-energy interactions between all the surfaces in a scene
Energy Conservation Equation The total rate of radiant energy leaving surface i per unit square
Energy Conservation Equation The rate of energy emitted from surface i per unit area - zero if surface i is not a light source
Energy Conservation Equation Reflectivity factor Percent of incident light that is reflected in all directions
Energy Conservation Equation Form factor Fractional amount of radiant energy from surface j that reaches surface i
Compute Form Factors The form factor specifies the fraction of the energy leaving one patch and arriving at the other. In other words, it is an expression of radiant exchange between two surface patches!
Compute Form Factors Radiant energy reaching Ay from Ax Radiant energy leaving Ax in all directions The form factor specifies the fraction of the energy leaving one patch and arrives at the other. In other words, it is an expression of radiant exchange between two surface patches!
Radiosity Equation • Radiosity for each polygon • Linear system: • - : radiosity of patch I (unknown) • - : emission of patch I (known) • - : reflectivity of patch I (known) • - : form-factor (known)
Linear System X = B A
Form Factor: How to compute? • Closed Form • - anlytical • Hemicube
Form Factor: How to compute? • Closed Form • - anlytical • Hemicube
Form Factor: Nusselt Analog Nusselt developed a geometric analog which allows the simple and accurate calculation of the form factor between a surface and a point on a second surface. 3D diagram
Form Factor: Nusselt Analog The form factor is, then, the area projected on the base of the hemisphere divided by the area of the base of the hemisphere, or (A/B) A B 2D diagram
Form Factor: HemiCube • Project path on hemicube • Add hemicube cells to compute form factors A B 2D diagram
Delta Form Factor: Top Face Top of hemicube
Delta Form Factors: Side Faces Side of hemicube
How to Solve Linear System? • Matrix conversion • Iterative approaches • - Jacobian (gathering) • - Gauss-Seidel (gathering) • - progressive refinement (shooting)