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Retrospect. Digital Image Synthesis Yu-Ting Wu. So far we have learned:. Geometry and transforms Shapes Accelerators Color and radiometry Cameras Sampling and reconstruction Reflection models Materials Textures. Recap: the process of rendering. Cameras - PowerPoint PPT Presentation
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Retrospect
Digital Image SynthesisYu-Ting Wu
So far we have learned:• Geometry and transforms• Shapes• Accelerators• Color and radiometry• Cameras• Sampling and reconstruction• Reflection models• Materials• Textures
Recap: the process of renderingCamerasorthogonal, perspective, environment, realistic …
Samplingrandom, stratified, low-discrepancy, best candidate …Reconstructionbox, triangle, sinc, Gaussian, Mitchell …
GenerateRay
Intersect
Shapessphere, disk, cylinder, triangle meshes, subdivision surfaces …
IntersectionDifferentialGeometryBSDFs
Materialsmatte, plastic, mix, measured, metal, substrate …
Lightspoint, distant, spot, area, environment …
Acceleratorsgrid, bvh, kdtree …
)ωp,( ooL )ω,p( oeL
iω 2
ds iiio θcos)ωp,()ω,ωp,( iLf
GetBSDF
Cameras• GenerateRay
– Given a sample on the image film (in raster space), generate the corresponding camera ray (in world space) according to the type of camera.
environment
Cameras• Depth-of-field and motion blur
Depth-of-fieldMotion blur
Shapes• Intersect (used for radiance ray)
• Given a ray, does it has intersection with the shape?
• If yes, fill the information in DifferentialGeometry
• IntersectP (used for shadow ray)– Given a ray, does it has intersection with the
shape?
IntersectIntersect
IntersectP
scene
Materials, textures and reflectance models• Materials
– GetBSDF
• Reflectance models (BxDFs)– f– Sample_f
• Textures– Evaluate
Material
TextureSpatially-varying
parameters
BxDFsreflectance models
Accelerators• Construction• Traversal
• Intersect (used for radiance ray)– IntersectP (used for shadow ray)
BVH Uniform grid Octree Kdtree BSP tree
Sampling and reconstruction• Use sub-pixel samples for
– Antialiasing– Distributed effects
• Depth-of-field• Motion blur• Soft shadows• Glossy reflection• Global illumination
Sampling and reconstruction• Sampling patterns
random stratified uniform stratified jittered
Halton Hammersley best candidate
Call stack in pbrtRenderer::Render RenderTask::Run Camera::Film::WriteImage
RenderTask::Run Camera::GenerateRay Renderer::Li
Renderer::Li Scene::Intersect if there is an intersection SurfaceIntegrator::Li else Light::Le VolumeIntegrator::Li return T * Li + Lvi
[render a block of pixels][output an image]
[obtain a camera ray for each camera sample][compute the radiance carried by the camera ray]
[obtain the intersection of the ray and the scene]
[compute the surface reflectance along the ray]
[possibly add emittance from all lights][compute volume contribution and transmittance]
Call stack in pbrtScene::Intersect Aggregate::Intersect SurfaceIntegrator::Li Intersection::GetBSDF <Do shading based on the shading geometry and BSDF>
Intersection::GetBSDF Primitive::GetBSDF
Primitive::GetBSDF Shape::GetShadingGeometry Material::GetBSDF
[call acceleration structure for intersection]
[get BSDF for shading]
[call the intersected primitive to fill the BSDF ]
[call shape to get shading geometry][do bump mapping if necessary, call material to get BSDF]
Remaining components:• Lights• Monte Carlo• Surface integrators• Volume integrators
Recap: the process of renderingCamerasorthogonal, perspective, environment, realistic …
Samplingrandom, stratified, low-discrepancy, best candidate …Reconstructionbox, triangle, sinc, Gaussian, Mitchell …
GenerateRay
Intersect
Shapessphere, disk, cylinder, triangle meshes, subdivision surfaces …
IntersectionDifferentialGeometryBSDFs
Materialsmatte, plastic, mix, measured, metal, substrate …
Lightspoint, distant, spot, area, environment …
Acceleratorsgrid, bvh, kdtree …
Li
How much radiance reflected from surface? Surface Integrators
GetBSDF
Recap: the process of renderingCamerasorthogonal, perspective, environment, realistic …
Samplingrandom, stratified, low-discrepancy, best candidate …Reconstructionbox, triangle, sinc, Gaussian, Mitchell …
GenerateRay
IntersectAcceleratorsgrid, bvh, kdtree …
Shapessphere, disk, cylinder, triangle meshes, subdivision surfaces …
How much radiance absorbed and scattered by the media? Volume Integrators
IntersectionDifferentialGeometryBSDFs
Materialsmatte, plastic, mix, measured, metal, substrate …
Lightspoint, distant, spot, area, environment …
GetBSDF
Recap: the process of rendering• Are we close to this beautiful image?
What’s for next?• Lights• Homework assignment #3• A brief introduction to the Many-Light
rendering