11.1 Global Illumination8 Soft Shadows Shadows are much darker where the direct and indirect...
Transcript of 11.1 Global Illumination8 Soft Shadows Shadows are much darker where the direct and indirect...
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11.1 Global Illumination
Fall 2015
CSCI 420: Computer Graphics
Hao Li / Chloe LeGendre
http://cs420.hao-li.com
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Global Illumination
The Blue Umbrella © Pixar 2013
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Global Illumination
The Blue Umbrella © Pixar 2013
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Global Illumination
The Blue Umbrella © Pixar 2013
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Global Illumination
• Lighting based on the full scene
• Lighting based on physics (optics)
• Traditionally represented by two algorithms
– Raytracing – 1980
– Radiosity – 1984
• More modern techniques include photon mapping and many variations of raytracing and radiosity ideas
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Direct Illumination vs. Global Illumination
• reflected, scattered and transmitted light
• many (infinite) number of bounces
• physically based light transport
• single (or few) bounces of the light only
• for example, ray casting
• no recursion (or shallow recursion only)
• fast lighting calculations based on light and
normal vectors
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Indirect Illumination
Color Bleeding7
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Soft Shadows
Shadows are much darker where the direct and indirect illuminations are
occluded. Such shadows are important for “sitting” the sphere in the scene.
They are difficult to fake without global illumination. 8
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Soft Shadows
Soft shadows must be faked when using point light sources.
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• Refractive:
Transmitted light that
refocuses on a surface,
usually in a pretty pattern
• Reflective:
Reflected light that refocuses
on a surface
• Not present with direct
illumination
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Caustics
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Caustics
Caustics on the set of Bladerunner 2049
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Light Paths L = Light
E = Eye (camera)
D = Diffuse
S = Specular
www.scratchapixel.com
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Light Transport and Global Illumination
• Diffuse to diffuse (LD*E)
• Diffuse to specular (LDSE)
• Specular to diffuse (LSDE)
• Specular to specular (LSSE)
• Ray tracing (viewer dependent)
– Light to diffuse [backward: EDL ]
– Specular to specular … [backward: E(S*)(D)L ]
• Radiosity (viewer independent)
– Diffuse to diffuse [ED*L]
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Path Types (behavior of global illumination)
• OpenGL (“local”)
– L(D|S)E
• Ray Tracing
– ES*DL
• Radiosity
– ED*L
• Path Tracing
– attempts to trace
“all rays” in a scene
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Images Rendered With Global Illumination
• Caustics
• Color bleeding
• Area light sources and soft shadows
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Outline
• Direct and Indirect Illumination
• Bidirectional Reflectance Distribution Function
• Raytracing and Radiosity
• Subsurface Scattering
• Photon Mapping
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Solid Angle
• 2D angle subtended by object O from point x:
– Length of projection onto unit circle at x
– Measured in radians (0 to 2p)
• 3D solid angle subtended by O from point x:
– Area of of projection onto unit sphere at x
– Measured in steradians (0 to 4p)
J. Stewart17
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Light and Surfaces
• Radiance (L): Power (φ) per unit area per unit solid angle
– Measured in W / m2str
– dA is projected area (perpendicular to given direction)
• Irradiance: Power received per unit area,integrated over all directions
– Measured in W / m2
• Radiosity (B): Power emitted/reflected/transmitted per unit area, integrated over all directions
– Measured in W / m2
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Bidirectional Reflectance Distribution Function (BRDF)
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If a ray hits a
surface point at
angle wi, how
much light
bounces into the
direction given by
angle wo?
It depends on the
type of material.
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Bidirectional Reflectance Distribution
• General model of light reflection
• Hemispherical function
• 6-dimensional (2-DOF location, 4 angles)
A. Wilkie
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x,y
θ , Φ incoming
θ , Φ outgoing
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BRDF Examples
• BRDF is a property of the material
• There is no formula for mostmaterials
• Measure BRDFs for different materials (and store in a table)
Ideal Specular Ideal Diffuse
Rough Specular Directional Diffuse21
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Material Examples
Marschner et al. 2000
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BRDF Isotropy
• Rotation invariance of BRDF
• Reduces 4 angles to 2
• Holds for a wide variety of surfaces
• Anisotropic materials
– Brushed metal
– Others?
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Rendering Equation
• L is the radiance from a point x on a surface in a given direction ω
• E is the emitted radiance from a point: E is non-zero only if x is emissive
• fr is the BRDF (6 DOF)
• G is a geometry term, which depends on the geometric relationship (such as distance) between the two surfaces x and x’
• V is a visibility term: 1 when the surfaces are unobstructed along the direction ω, 0 otherwise
• It includes contributions from light bounced many times off surfaces
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Outline
• Direct and Indirect Illumination
• Bidirectional Reflectance Distribution Function
• Raytracing and Radiosity
• Subsurface Scattering
• Photon Mapping
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Raytracing
From: http://jedi.ks.uiuc.edu/~johns/raytracer/raygallery/stills.html 26
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Raytracing
Albrecht DÜRER,
Underweysung der Messung mit dem Zirkel und Richtscheyt
(Nurenberg, 1525), Book 3, figure 67.
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Raycasting vs. Raytracing
Raycasting Raytracing
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Raytracing: Pros
• Simple idea and nice results
• Inter-object interaction possible
– Shadows
– Reflections
– Refractions (light through glass, etc.)
• Based on real-world lighting
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Raytracing: Cons
• Slow
• Speed often highly scene-dependent
• Lighting effects tend to be abnormally sharp,
without soft edges, unless more advanced
techniques are used
• Hard to put into hardware
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Supersampling I
• Problem: Each pixel of the display represents one
single ray
– Aliasing
– Unnaturally sharp images
• Solution: Send multiple rays through each “pixel”
and average the returned colors together
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Supersampling II
• Direct supersampling– Split each pixel into a grid and send rays through
each grid point
• Adaptive supersampling– Split each pixel only if it’s significantly different from its
neighbors (image space)
• Jittering– Send rays through randomly selected points within
the pixel
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The Radiosity Method
Cornell University 33
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The Radiosity Method
• Divide surfaces into patches(e.g., each triangle is one patch)
• Model light transfer between patches as system of linear equations
• Important assumptions:
– Diffuse reflection only E(D*)L
– No specular reflection
– No participating media (no fog)
– No transmission (only opaque surfaces)
– Radiosity is constant across each patch
– Solve for R, G, B separately
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(Idealized) Radiosity Computation
Form factor
calculation
Solution of
radiosity eqn
Visualization
Scene
Geometry
Reflectance Properties
Viewing Conditions
Radiosity
Image
Division into
patches
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Radiosity: Pros
• Can change camera position and re-render with
minimal re-computation (viewpoint independence)
• Inter-object interaction possible
– Soft shadows
– Indirect lighting
– Color bleeding
• Accurate simulation of energy transfer
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Radiosity: Cons
• Precomputation must be re-done if anything moves
• Large computational and storage costs
• Non-diffuse light not represented– Mirrors and shiny objects hard to include
• Lighting effects tend to be “blurry” (not sharp)
• Not applicable to procedurally defined surfaces
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Radiosity Equation
• For each patch i:
• Variables
– Bi = radiosity (unknown)
– Ei = emittance of light sources (given; some patches are
light sources)
ri = reflectance (given)
– Fij = form factor from i to j (computed)
fraction of light emitted from patch i arriving at patch j
– Ai = area of patch i (computed)
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The Form Factor
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Fij is dimensionless
Vij = 0 if occluded
1 if not occluded
(visibility factor)
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Radiosity Example
Museum simulation. Program of Computer Graphics, Cornell University.
50,000 patches. Note indirect lighting from ceiling. 40
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Outline
• Direct and Indirect Illumination
• Bidirectional Reflectance Distribution Function
• Raytracing and Radiosity
• Subsurface Scattering
• Photon Mapping
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Subsurface Scattering
• Translucent objects: skin, marble, milk
• Light penetrates the object, scatters and exits
• Important and popular in computer graphics
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Subsurface Scattering
• Jensen et al. 2001
Using only BRDF With subsurface light transport
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Subsurface Scattering
direct only subsurface
scattered onlycombined
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Outline
• Direct and Indirect Illumination
• Bidirectional Reflectance Distribution Function
• Raytracing and Radiosity
• Subsurface Scattering
• Photon Mapping
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Photon Mapping
From http://graphics.ucsd.edu/~henrik/images/global.html46
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Photon Mapping Basics
• Enhancement to raytracing
• Can simulate caustics
• Can simulate diffuse inter-reflections (e.g., the "bleeding" of colored light from a red wall onto a white floor, giving the floor a reddish tint)
• Can simulate clouds or smoke
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Photon Mapping
• “Photons” are emitted (raytraced) from light sources
• Photons either bounce or are absorbed
• Photons are stored in a photon map,with both position and incoming direction
• Photon map is decoupled from the geometry(often stored in a kd-tree)
Photon Map
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Photon Mapping
• Raytracing step uses the closest N photons to each ray intersection and estimates the outgoing radiance
• Specular reflections can be done using “usual” raytracing to reduce the number of photons needed
• Numerous extensions to the idea to add more complex effects
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Photon Mapping: Pros
• Preprocessing step is view independent, so only needs to be re-done if the lighting or positions of objects change
• Inter-object interaction includes:
– Shadows
– Indirect lighting
– Color bleeding
– Highlights and reflections
– Caustics – current method of choice
• Works for procedurally defined surfaces
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Photon Mapping: Cons
• Still time-consuming, although not as bad as
comparable results from pure raytracing
• Photon map not easy to update if small changes
are made to the scene
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Photon Mapping Example
224,316 caustic photons,
3095 global photons52
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Photon Mapping Example
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Summary
• Direct and Indirect Illumination
• Bidirectional Reflectance Distribution Function
• Raytracing and Radiosity
• Subsurface Scattering
• Photon Mapping
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Extras
• Global Illumination for games / real-time: https://docs.unity3d.com/Manual/GIIntro.html
“baking light maps” – pre-compute GI for real-time applications for any static scene elements
• Ambient Occlusion: How exposed is each point in a scene to ambient lighting? (not the ambient term in Phong shading)
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Ambient Occlusion
(Arnold GI renderer)
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Image-based Lighting
(Photographs capture
real-world light, which
can be used for rendering)
[Paul Debevec, USC ICT]
Image-based
Lighting
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GI Light Types
[Arnold renderer]