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Computer Graphics Inf4/MSc
Computer Graphics
Lecture 14
Illumination II – Global Models
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 2
Global Illumination
• Extends the Local Illumination Model to include:– Reflection (one object in another)– Refraction (Snell’s Law)– Transparency (better model)– Shadows (at point, check each light source)– Antialiasing (usually means supersampling)
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 3
Wireframe view of a test scene.
Orthographic view from above
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 4
Test Scene.
High quality rendering of test scene.
Note :
• Mirror and chrome teapot.• Shadows on floor.• Shiny floor.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 5
Locally illuminated test scene.
Ambient term only
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 6
Locally illuminated test scene.
Phong shading.
Ambient and Diffuse terms only
Notes :
• Highlight on wall from light is in the wrong place; screen space interpolation.• We cannot illuminate the lights with the light sources – wrong side !
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 7
Locally illuminated test scene.
Phong shading.
Ambient, diffuse andSpecular terms.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 8
Locally illuminated test scene.
Flat shading.
Note : Mach bands.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 9
Locally illuminated test scene.
Gouraud shading.
Ambient, diffuse andSpecular terms.
Note: artefacts on wall.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 10
Solution to Gouraud artefacts.
Gouraud shading.
Re-triangulated mesh.
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6/11/2007 Lecture Notes #14 11
Comparison.
Flat Gouraud Phong
Coarser mesh
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 12
Use Local illumination.
• No.
• In our test scene, we can’t represent :– Mirror– Chrome teapot.– Shiny floor– Shadows
with local illumination.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 13
Kajiya’s Rendering Equation.
S BRDF
xdxxIxxxxxxxgxxI ),(.),,(),().,(),(
Viewer is at point x, looking toward point x.
-I(x,x) determines amount of light arriving at x from x- g(x,x) is a geometry term, = 0 when x is occluded, otherwise = attenuation factor 1/r2 (or 1/(s+k))- (x,x) is the amount of light emitted from x to x.- (x,x,x) is the fraction of light reflected and scattered off x to point x
from point x- The integral S is over all such points (x") on all surfaces.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 14
Global illumination.
• Two methods :
– View dependent methods.
• Calculate the view from the camera with global illumination.
– Recursive ray-tracing.
– View independent methods.
• Solve lighting for the entire scene.
• Radiosity solution.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 15
View dependent methods.
• Loop round the pixels…..• Good for lighting effects which have a strong
dependence on view location :– Specular highlights.– Reflections from curved surfaces.
• Only a small number of objects need to be considered at the same time.
• Poor when many objects need to be considered – E.g diffuse interactions (eg. colour bleeding).
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 16
View independent methods.
• Loop round the scene…
• Good when many (all) objects need to be considered at same time.– Diffuse inter-reflections.
• Poor when shading has strong dependence on view location.– Specular reflection.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 17
Recall : Ray casting.
• Involves projecting an imaginary ray from the centre of projection (the viewers eye) through the centre of each pixel into the scene.
• The first object the ray intersects determines the shade.
Scene
Window
Eyepoint
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 18
Whitted’s algorithm.
• Fire off secondary rays from surface that ray intersects.– Towards Light Source(s) : shadow rays. L (shadow feelers)
– In the reflection direction : reflection rays, R
– In a direction dictated by Snell’s Law : transmitted rays, T
N
L
direction)(Viewer VR
T
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 19
Recursive ray tree.
• Reflection and Transmission Rays spawn other rays.– Shadow rays test only for occlusion.
• The complete set of rays is called a Ray Tree.
Viewpoint
1L
2L
3L
1R
2R
3R1T
2T
Light Source ray determines colour of current object.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 20
Recursive ray tree.
• Reflection and Transmission Rays spawn other rays.– Shadow rays test only for occlusion.
• The complete set of rays is called a Ray Tree.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 21
Test Scene.
Ray tree depth 1.
Note only ambient shade on mirror and teapot
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 22
Test Scene.
Ray tree depth 2.
Note only ambient shade on reflection of mirror and teapot.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 23
Test Scene.
Ray tree depth 3.
Note only ambient shade on reflection of mirror in teapot.
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6/11/2007 Lecture Notes #14 24
Test Scene.
Ray tree depth 4.
Note ambient shade on reflection of teapot in reflection of mirror in teapot.
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6/11/2007 Lecture Notes #14 25
Test Scene.
Ray tree depth 5.
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6/11/2007 Lecture Notes #14 26
Test Scene.
Ray tree depth 6.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 27
Test Scene.
Ray tree depth 7.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 28
When to stop ?
• Need to know when to stop the recursion.• Can define a fixed depth.• Hall introduced adaptive tree depth control.
– Calculate maximum contribution of a ray to a pixels final value.
– Multiply contribution of ray’s ancestors down the tree.
– Stop when below some threshold, perhaps stack overflow.
– May miss major contribution this way (culled bright pt)
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 29
Adaptive tree depth control.
Viewpoint
1L
1R
1T0.3
0.2
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 30
Adaptive tree depth control.
Viewpoint
1L
2L
3L
1R
2R
3R1T
2T
0.3 * 0.2
0.2 * 0.2
0.3
0.2
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 31
Global vs. Local illumination.
• In both an object hit by a ray, if lit by a light source, is illuminated by a local illumination model, i.e with specular, diffuse & ambient terms.
• Global: a reflected ray, a shadow feeler, and a transmission ray (if appropriate) are also cast into the scene.
• Phong term only reflects light source.– Need to adjust local illumination terms to normalise total light
values.
– Inconsistent if local and global specular terms used together as local term spreads light source, global term does not.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 32
Increased reflectivityIn
crea
sed
tran
smis
sivi
tyPhong specular
term is held constant
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 33
Incorrect result.
• Effect of not normalising reflection and transmission – light appears to be created.– Reflection & transmission = 100%
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6/11/2007 Lecture Notes #14 34
Problems with Ray-tracing.
• A serious problem with Ray tracing is rays are traced from the eye.– Refraction is not physically correct.
• Shadow rays are cast only to light sources– Lights reflected in mirrors do not cast shadows– Shadows of transparent objects don’t exhibit
refraction.– Still need local illumination for diffuse shading.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 35
Speeding up Ray Tracing
• Ray tracing is slow, not real-time.
• Use appropriate extents for objects.
• Ray tracing is inherently parallel.
• Use item buffers – z-ordered lists, store closest object per pixel.
• Use light buffer – z-ordered list per light ray used for shadowing.
Computer Graphics Inf4/MSc
6/11/2007 Lecture Notes #14 36
Recommended Reading
• Foley at al. Chapter 16, sections 16.11, 16.12 and 16.12.5.
• Introductory text Chapter 14 sections 14.6 and 14.7.
• Most graphics texts cover recursive ray tracing.