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INFOMAGR Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 6 - Light Transport Welcome! , = (, ) , + , , ,


  1. INFOMAGR – Advanced Graphics Jacco Bikker - November 2016 - February 2017 Lecture 6 - “Light Transport” Welcome! 𝑱 𝒚, 𝒚 ′ = 𝒉(𝒚, 𝒚 ′ ) 𝝑 𝒚, 𝒚 ′ + 𝝇 𝒚, 𝒚 ′ , 𝒚 ′′ 𝑱 𝒚 ′ , 𝒚 ′′ 𝒆𝒚′′ 𝑻

  2. Today’s Agenda:  Introduction  The Rendering Equation  Light Transport

  3. Advanced Graphics – Light Transport 3 Introduction Whitted

  4. Advanced Graphics – Light Transport 4 Introduction Whitted

  5. Advanced Graphics – Light Transport 5 Introduction Whitted Missing:  Area lights  Glossy reflections  Caustics  Diffuse interreflections  Diffraction  Polarization  Phosphorescence  Temporal effects  Motion blur  Depth of field  Anti-aliasing

  6. Advanced Graphics – Light Transport 6 Introduction Anti-aliasing Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:  How do we aim those rays?  What if all rays return the same color?

  7. Advanced Graphics – Light Transport 7 Introduction Anti-aliasing – Sampling Patterns Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:  How do we aim those rays?  What if all rays return the same color?

  8. Advanced Graphics – Light Transport 8 Introduction Anti-aliasing – Sampling Patterns

  9. Advanced Graphics – Light Transport 9 Introduction Anti-aliasing – Sampling Patterns

  10. Advanced Graphics – Light Transport 10 Introduction Anti-aliasing – Sampling Patterns Adding anti-aliasing to a Whitted-style ray tracer: Send multiple primary rays through each pixel, and average their result. Problem:  How do we aim those rays?  What if all rays return the same color?

  11. Advanced Graphics – Light Transport 11 Introduction Whitted Missing:  Area lights  Glossy reflections  Caustics  Diffuse interreflections  Diffraction  Polarization  Phosphorescence  Temporal effects  Motion blur  Depth of field  Anti-aliasing

  12. Advanced Graphics – Light Transport 12 Introduction Distribution Ray Tracing* Soft shadows *: Distributed Ray Tracing, Cook et al., 1984

  13. Advanced Graphics – Light Transport 13 Introduction Distribution Ray Tracing* Glossy reflections *: Distributed Ray Tracing, Cook et al., 1984

  14. Advanced Graphics – Light Transport 14 Introduction Distribution Ray Tracing* ? *: Distributed Ray Tracing, Cook et al., 1984

  15. Advanced Graphics – Light Transport 15 Introduction Distribution Ray Tracing* *: Distributed Ray Tracing, Cook et al., 1984

  16. Advanced Graphics – Light Transport 16 Introduction Distribution Ray Tracing Whitted-style ray tracing is a point sampling algorithm:  We may miss small features  We cannot sample areas Area sampling:  Anti-aliasing: one pixel  Soft shadows: one area light source  Glossy reflection: directions in a cone  Diffuse reflection: directions on the hemisphere

  17. Advanced Graphics – Light Transport 17 Introduction Area Lights Visibility of an area light source: 𝑊 𝐵 = 𝑊 𝑦, ꙍ 𝑗 𝑒ꙍ 𝑗 𝐵 Analytical solution case 1: 𝑊 𝐵 = 𝐵 𝑚𝑗𝑕ℎ𝑢 − 𝐵 𝑚𝑗𝑕ℎ𝑢⋂𝑡𝑞ℎ𝑓𝑠𝑓 Analytical solution case 2: 𝑊 𝐵 = ?

  18. Advanced Graphics – Light Transport 18 Introduction Approximating Integrals An integral can be approximated as a Riemann sum: 𝑂 𝑂 𝐶 𝑊 𝐵 = 𝑔(𝑦) 𝑒𝑦 ≈ 𝑔 𝑢 𝑗 𝛦 𝑗 , where 𝛦 𝑗 = 𝐶 − 𝐵 Image from Wikipedia 𝐵 𝑗=1 𝑗=1 Note that the intervals do not need to be uniform, as long as we sample the full interval. If the intervals are uniform, then 𝑂 𝑂 𝑂 𝑔 𝑢 𝑗 = 𝐶 − 𝐵 𝑔 𝑢 𝑗 𝛦 𝑗 = 𝛦 𝑗 𝑔 𝑢 𝑗 . 𝑂 𝑗=1 𝑗=1 𝑗=1 Regardless of uniformity, restrictions apply to 𝑂 when sampling multi-dimensional functions (ideally, 𝑂 = 𝑁 𝑒 ). Also note that aliasing may occur if the intervals are uniform.

  19. Advanced Graphics – Light Transport 19 Introduction Monte Carlo Integration Alternatively, we can approximate an integral by taking random samples: 𝑂 𝐶 𝑔(𝑦) 𝑒𝑦 ≈ 𝐶 − 𝐵 𝑊 𝐵 = 𝑔 x 𝑗 Image from Wikipedia 𝑂 𝐵 𝑗=1 Here, x 1 . . x 𝑂 ∈ [𝐵, 𝐶] . As 𝑂 approaches infinity, 𝑊 𝐵 approaches the expected value of 𝑔 . Unlike in Riemann sums, we can use arbitrary 𝑂 for Monte Carlo integration, regardless of dimension.

  20. Advanced Graphics – Light Transport 20 Introduction Monte Carlo Integration of Area Light Visibility To estimate the visibility of an area light source, we take 𝑂 random point samples. In this case, 5 out of 6 samples are unoccluded: 𝑊 ≈ 1 6 1 + 1 + 1 + 0 + 1 + 1 = 5 6 In terms of Monte Carlo integration: 𝑂 𝒯 2 𝑊(𝑞) 𝑒𝑞 ≈ 1 𝑊 = 𝑂 𝑊 𝑞 𝑗=1 With a small number of samples, the variance in the estimate shows up as noise in the image.

  21. Advanced Graphics – Light Transport 21 Introduction Monte Carlo Integration of Area Light Visibility We can also use Monte Carlo to estimate the contribution of multiple lights: 1. Take the average of N samples from each light source; 2. Sum the averages. 2 𝐹 𝑦 ← = 𝑀 𝑗 𝑊(𝑦 ↔ 𝑚 𝑗 ) 𝑗=1 𝑦

  22. Advanced Graphics – Light Transport 22 Introduction Monte Carlo Integration of Area Light Visibility Alternatively, we can just take 𝑂 samples, and pick a random light source for each sample. 𝑂 𝐹 𝑦 ← = 2 𝑂 𝑀 𝑟 𝑊 𝑞 , 𝑟 ∈ {1,2} 𝑟 𝑗=1 𝑂 𝑀 𝑟 𝑊 𝑞 = 1 𝑟 𝑂 0.5 𝑗=1 𝑦

  23. Advanced Graphics – Light Transport 23 Introduction Monte Carlo Integration of Area Light Visibility We obtain a better estimate with fewer samples if we do not treat each light equally. In the previous example, each light had a 50% probability of being sampled. We can use an arbitrary probability, by dividing the sample by this probability. 𝑂 𝑀 𝑟 𝑊 𝑞 𝐹 𝑦 ← = 1 𝑟 𝑂 , 𝜍 𝑟 = 1, 𝜍 𝑟 > 0 𝜍 𝑟 𝑗=1 𝑦

  24. Advanced Graphics – Light Transport 24 Introduction Distribution Ray Tracing Key concept of distribution ray tracing: We estimate integrals using Monte Carlo integration. Integrals in rendering:  Area of a pixel  Lens area (aperture)  Frame time  Light source area  Cones for glossy reflections  Wavelengths  …

  25. Advanced Graphics – Light Transport 25 Introduction Open Issues Remaining issues:  Energy distribution in the ray tree / efficiency  Diffuse interreflections

  26. Today’s Agenda:  Introduction  The Rendering Equation  Light Transport

  27. Advanced Graphics – Light Transport 27 Rendering Equation Whitted, Cook & Beyond Missing in Whitted: Cook:  Area lights  Area lights  Glossy reflections  Glossy reflections  Caustics × Caustics  Diffuse interreflections × Diffuse interreflections  Diffraction × Diffraction  Polarization × Polarization  Phosphorescence × Phosphorescence  Temporal effects × Temporal effects  Motion blur  Motion blur  Depth of field  Depth of field  Anti-aliasing  Anti-aliasing

  28. Advanced Graphics – Light Transport 28 Rendering Equation Whitted, Cook & Beyond Cook’s solution to rendering: Sample the many-dimensional integral using Monte Carlo integration. … 𝐵 𝑞𝑗𝑦𝑓𝑚 𝐵 𝑚𝑓𝑜𝑡 𝑈 𝑔𝑠𝑏𝑛𝑓 𝛻 𝑕𝑚𝑝𝑡𝑡𝑧 𝐵 𝑚𝑗𝑕ℎ𝑢 Ray optics are still used for specular reflections and refractions: The ray tree is not eliminated. (In fact: for each light, one or more shadow rays are produced)

  29. Advanced Graphics – Light Transport 29 Rendering Equation God’s Algorithm 1 room 1 bulb 100 watts 10 20 photons per second Photon behavior:  Travel in straight lines  Get absorbed, or change direction: Bounce (random / deterministic)  Get transmitted   Leave into the void  Get detected

  30. Advanced Graphics – Light Transport 30 Light Transport

  31. Advanced Graphics – Light Transport 31 Rendering Equation God’s Algorithm - Mathematically A photon may arrive at a sensor after travelling in a straight line from a light source to the sensor: 𝑀 𝑡 ← 𝑦 = 𝑀 𝐹 (𝑡 ← 𝑦) Or, it may be reflected by a surface towards the sensor: 𝑠 𝑡 ← 𝑦 ← 𝑦 ′ 𝑀 𝑦 ← 𝑦 ′ 𝐻 𝑦 ↔ 𝑦 ′ 𝑒𝐵(𝑦 ′ ) 𝑀 𝑡 ← 𝑦 = 𝑔 𝐵 Those are the options. Adding direct and indirect illumination together: 𝑠 𝑡 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦 ′ 𝑒𝐵(𝑦 ′ ) 𝑀 𝑡 ← 𝑦 = 𝑀 𝐹 𝑡 ← 𝑦 + 𝑔 𝐵

  32. Advanced Graphics – Light Transport 32 Rendering Equation God’s Algorithm - Mathematically 𝑠 𝑡 ← 𝑦 ← 𝑦′ 𝑀 𝑦 ← 𝑦′ 𝐻 𝑦 ↔ 𝑦 ′ 𝑒𝐵(𝑦 ′ ) 𝑀 𝑡 ← 𝑦 = 𝑀 𝐹 𝑡 ← 𝑦 + 𝑔 𝐵 Geometry factor Indirect Reflection Hemisphere Emission

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