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Princeton COS 426 - Global Illumination

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1Global IlluminationTom FunkhouserPrinceton UniversityCOS 526, Spring 2006Overview• Rendering is integration Direct illumination Global illumination Rendering equation• Path types L(S|D)*E• Solution methods OpenGL Ray tracing Path tracing RadiosityOpenGLAssumedirect illuminationfrom point lightsand ignore visibilityAssumedirect illuminationfrom point lightsand ignore visibilityΩ•+=ωωωωωωωdnxLxfxLxLireo))(,'()',,'()','()','(n'xω'ωLightCameraΩ=•+=nlightsiireonxLxfxLxL1))(,'()',,'()','()','(ωωωωωωDirect Illuminationn'xω'ωωdLight CameraΩΩ•+=LdnxLxfxLxLireoωωωωωωω))(,'()',,'()','()','(Ray TracingAssume only significantindirect illumination due to perfect specular reflection and refractionAssume only significantindirect illumination due to perfect specular reflection and refractionn'xω'ωCameraΩSurface LightspecularnxLxfxLxLnlightsiireo+•+==1))(,'()',,'()','()','(ωωωωωωΩ•+=ωωωωωωωdnxLxfxLxLireo))(,'()',,'()','()','(Global Illuminationn'xω'ωωdΩΩ•+=ωωωωωωωdnxLxfxLxLireo))(,'()',,'()','()','(SurfaceSurfaceLight2Monte Carlo Path TracingΩ•+=ωωωωωωωdnxLxfxLxLireo))(,'()',,'()','()','(n'xω'ωωdΩSurfaceSurfaceLightEstimate integral for each pixel by random samplingEstimate integral for each pixel by random samplingRendering Equationn'xω'ωωdΩΩ•+=ωωωωωωωdnxLxfxLxLireo))(,'()',,'()','()','(SurfaceSurfaceKajiya 1986Rendering Equation (2)n'xx"xiΘ′ω'ωdA'dAoΘ→→→+→=→SredAxxGxxVxxLxxxfxxLxxL )',()',()'()"'()"'()"'(2'coscos)',(xxxxGoi−ΘΘ′=Kajiya 1986Overview• Rendering is integration Direct illumination Global illumination Rendering equation• Path types L(S|D)*E• Solution methods OpenGL Ray tracing Path tracing RadiosityPath Types Path Types?Henrik Wann Jensen3Path Types?HerfPath Types?Henrik Wann JensenPath Types?Henrik Wann JensenPath Types?RenderParkPath Types?Paul DebevecPath Types?4Path TypesJensenRay tracingHenrik Wann JensenPath TypesJensen+ soft shadowsHenrik Wann JensenPath TypesJensen+ causticsHenrik Wann JensenPath TypesJensen+ indirect diffuse illuminationHenrik Wann JensenPath Types• OpenGL LDE• Ray tracing LDS*E• Path tracing L(D|S)*E• Radiosity LD*EJohn HartOverview• Rendering is integration Direct illumination Global illumination Rendering equation• Path types L(S|D)*E• Solution methods OpenGL Ray tracing Path tracing Radiosity5Indirect Diffuse Illumination Rendering Equationn'xx"xiΘ′ω'ωdA'dAoΘ→→→+→=→SredAxxGxxVxxLxxxfxxLxxL )',()',()'()"'()"'()"'(2'coscos)',(xxxxGoi−ΘΘ′=Kajiya 1986Radiosity Equation→→→+→=→SredAxxGxxVxxLxxxfxxLxxL )',()',()'()"'()"'()"'(Assume everything is Lambertianπρ)"'()'( xxxfxr→→=+=SedAxxGxxVxLxxLxL )',()',()()'()'()'(πρΩ=ωθdLBocosπBL =+=SedAxxGxxVxBxxBxB )',()',()()'()'()'(πρConvert toRadiositiesRadiosity Approximation+=SedAxxGxxVxBxxBxB )',()',()()'()'()'(πρ=+=NjijjiiiFBEB1ρwhereijA AoiijiijdAdArVAFi j ΘΘ′=2coscos1πDiscretize the surfacesinto “elements”iΘ′jAiAoΘrSystem of Equations=+=NjijjiiiFBEB1ρ =  −−−−−−−−−−−−−nnnnnnnnnnnnnnEEEBBBFFFFFFFFF......1..................1...12121,1,,111,11,222,221,22,111,11ρρρρρρρρρ=−=NjijjiiiFBBE1ρiNjijjiiEFBB =−=1ρijNjijiiNjiiiEBFBF =−−== 11)1(ρρThis is an energy balanceequation=+=NjjjjiiiiiiABFAEAB1ρRadiosity Intuition6Radiosity• Issues Computing form factors Selecting basis functions for radiosities Solving linear system of equations Meshing surfaces into elements Rendering images Form Factor• Fraction of energy leaving element i that arrives at element jijA AoiijiijdAdArVAFi j ΘΘ′=2coscos1πiΘ′jAiAoΘrForm Factor Intuition2coscos1rVAFjiijidjdiπΘΘ=−iΘ′jdAidAoΘr2cosrAiiΘProjection tohemispherejΘcosProjection to diskπ1 Divide byarea of diskComputing Form FactorsCohen & WallaceSolving the System of Equations• Challenges: Size of matrix Cost of computing form factors Computational complexity =  −−−−−−−−−−−−−nnnnnnnnnnnnnnEEEBBBFFFFFFFFF......1..................1...12121,1,,111,11,222,221,22,111,11ρρρρρρρρρA x = bSolving the System of Equations• Solution methods: Invert the matrix – O(n3) Iterative methods – O(n2) Hierarchical methods – O(n) =  −−−−−−−−−−−−−nnnnnnnnnnnnnnEEEBBBFFFFFFFFF......1..................1...12121,1,,111,11,222,221,22,111,11ρρρρρρρρρA x = b7Gauss-Seidel Iteration Gauss-Seidel Iteration• Two interpretations: Iteratively relax rows of linear system Iteratively gather radiosity to elements =  −−−−−−−−−−−−−nnnnnnnnnnnnnnEEEBBBFFFFFFFFF......1..................1...12121,1,,111,11,222,221,22,111,11ρρρρρρρρρGauss-Seidel Iteration• Two interpretations: Iteratively relax rows of linear system Iteratively gather radiosity to elementsProgressive Radiosity• Interpretation: Iteratively shoot “unshot” radiosity from elements Select shooters in order of unshot radiosityProgressive Radiosity• Adaptive refinementYeapProgressive Radiosity8Progressive Radiosity Surface Meshing• Store radiosity across surface Few elements Represents function well Few visible artifactsCohen & WallaceArtifacts of Bad Surface Meshing Cohen & WallaceAdaptive Meshing• Refine mesh in areas of high residualYeapAdaptive MeshingCohen & WallaceUniform mesh Adaptive meshError ComparisonCohen & Wallace9Adaptive Meshing


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Princeton COS 426 - Global Illumination

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