cs 636 advanced rendering techniquesdavid/classes/cs636/lectures/... · 2020. 4. 29. · photon...
TRANSCRIPT
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CS 636 Advanced Rendering Techniques"
Dr. David Breen"Online Wednesday 6PM → 8:50PM"
Photon Mapping" 4/29/20"
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Slide Credits Henrik Wann Jensen - UC San Diego
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Goal Efficiently create global illumination
images with caustics and complexsurface properties (BRDFs)
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Box: Direct Illlumination
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Box: Global Illlumination
CSE168: Rendering Algorithms Henrik Wann Jensen
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Approach Two pass process
Distribute light info into scene(photons)
Store light flux in photon map Combine photon info with ray tracing
when rendering
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Emitting Photons Photons emitted from light sources Traced through scene Stored (energy & direction) at surfaces Russian Roulette determines if photon
is absorbed or reflected BRDF used to determine direction of
reflection
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Two Photon Maps Global
Low resolution photons in all directions Classify
• Direct, Shadow and Indirect
Caustic High resolution at refracting/reflecting
objects
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Global Illumination
global photon map caustics photon map
CSE168: Rendering Algorithms Henrik Wann Jensen
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The photon map datastructure
The photons are stored in a left balanced kd-tree
struct photon = float position[3];rgbe power; // power packed as 4 byteschar phi, theta; // incoming directionshort flags;
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Photon tracing
• Photon emission
• Photon scattering
• Photon storing
CSE168: Rendering Algorithms Henrik Wann Jensen
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Photon emission
Given Φ Watt lightbulb.Emit N photons.Each photon has the power Φ
N Watt.
• Photon power depends on the number of emittedphotons. Not on the number of photons in thephoton map.
CSE168: Rendering Algorithms Henrik Wann Jensen
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What is a photon?
• Flux (power) - not radiance!
• Collection of physical photons? A fraction of the light source power? Several wavelengths combined into one entity
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Diffuse point light
Generate random directionEmit photon in that direction
// Find random directiondo x = 2.0*random()-1.0;y = 2.0*random()-1.0;z = 2.0*random()-1.0;
while ( (x*x + y*y + z*z) > 1.0 );
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Example: Diffuse square light
- Generate random position p on square- Generate diffuse direction d- Emit photon from p in direction d
// Generate diffuse directionu = random();v = 2*π*random();d = vector( cos(v)
√u, sin(v)
√u,
√1− u );
CSE168: Rendering Algorithms Henrik Wann Jensen
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Surface interactionsThe photon is
• Stored (at diffuse surfaces) and
• Absorbed (A) or
• Reflected (R) or
• Transmitted (T )
A+R+ T = 1.0
CSE168: Rendering Algorithms Henrik Wann Jensen
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Photon scatteringThe simple way:
Given incoming photon with power Φp
Reflect photon with the power R ∗ Φp
Transmit photon with the power T ∗ Φp
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Photon scatteringThe simple way:
Given incoming photon with power Φp
Reflect photon with the power R ∗ Φp
Transmit photon with the power T ∗ Φp
• Risk: Too many low-powered photons - wasteful!
• When do we stop (systematic bias)?
• Photons with similar power is a good thing.
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Russian Roulette
• Statistical technique
• Known from Monte Carlo particle physics
• Introduced to graphics by Arvo and Kirk in 1990
CSE168: Rendering Algorithms Henrik Wann Jensen
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Russian Roulette ExampleSurface reflectance: R = 0.5Incoming photon: Φp = 2 W
r = random();if ( r < 0.5 )reflect photon with power 2 W
elsephoton is absorbed
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Russian Roulette IntuitionSurface reflectance: R = 0.5200 incoming photons with power: Φp = 2 Watt
Reflect 100 photons with power 2 Watt instead of200 photons with power 1 Watt.
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Russian Roulette
• Very important!
• Use to eliminate un-important photons
• Gives photons with similar power :)
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Bi-directional ReflectionDistribution Function (BRDF) function which defines the spectral
and spatial reflection characteristic ofa surface
f(Θi, Θr, λ)
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Sampling a BRDF
fr(x, ~ωi, ~ωo) = w1fr,1(x, ~ωi, ~ωo) + w2fr,2(x, ~ωi, ~ωo)
CSE168: Rendering Algorithms Henrik Wann Jensen
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Sampling a BRDF
fr(x, ~ωi, ~ωo) = w1 · fr,d + w2 · fr,s
r = random()·(w1 + w2);if ( r < w1 )reflect diffuse photon
elsereflect specular
CSE168: Rendering Algorithms Henrik Wann Jensen
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Rendering Ray trace scene Use photon maps
to approximate low importance shadingvalues
to evaluate Bi-directional ReflectionDistribution Function (BRDF)
to perform shadow calculation to calculate caustics
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Ray Tracing vs.Radiance Approximation Approximation
Diffuse surfaces Deep in ray tree (contribution less
significant) Shadow calculations
Ray Tracing Direct illumination High gloss, specular surfaces
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A simple test scene
CSE168: Rendering Algorithms Henrik Wann Jensen
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Rendering
CSE168: Rendering Algorithms Henrik Wann Jensen
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Direct Illumination
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Specular Reflection
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Caustics
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Indirect Illumination
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Radiance Estimate
L(x, ~ω) =∫
Ωfr(x, ~ω′, ~ω)L′(x, ~ω′) cos θ′ dω
=∫
Ωfr(x, ~ω′, ~ω)
dΦ2(x, ~ω′)dω cos θ′dA
cos θ′dω
=∫
Ωfr(x, ~ω′, ~ω)
dΦ2(x, ~ω′)dA
≈n∑p=1
fr(x, ~ω′p, ~ω)∆Φp(x, ~ω′p)
πr2
CSE168: Rendering Algorithms Henrik Wann Jensen
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Radiance Estimate
L
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Fast estimate
200 photons / 50 photons in radiance estimate
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Indirect illumination
10000 photons / 500 photons in radiance estimate
CSE168: Rendering Algorithms Henrik Wann Jensen
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Global Illumination
100000 photons / 50 photons in radiance estimate
CSE168: Rendering Algorithms Henrik Wann Jensen
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Global Illumination
500000 photons / 500 photons in radiance estimate
CSE168: Rendering Algorithms Henrik Wann Jensen
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Box
200000 global photons, 50000 caustic photons
CSE168: Rendering Algorithms Henrik Wann Jensen
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Box: Global Photons
200000 global photons
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Fractal Box
200000 global photons, 50000 caustic photons
CSE168: Rendering Algorithms Henrik Wann Jensen
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Cornell Box
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Caustic from a Glass Sphere
Photon Mapping: 10000 photons / 50 photons in radiance estimate
CSE168: Rendering Algorithms Henrik Wann Jensen
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Sphereflake Caustic
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Reflection Inside A Metal Ring
50000 photons / 50 photons in radiance estimate
CSE168: Rendering Algorithms Henrik Wann Jensen
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Caustics On Glossy Surfaces
340000 photons / ≈ 100 photons in radiance estimate
CSE168: Rendering Algorithms Henrik Wann Jensen
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HDR environment illumination
Using lightprobe from www.debevec.org
CSE168: Rendering Algorithms Henrik Wann Jensen
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Cognac Glass
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Indirect Illumination
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Little Matterhorn
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Mies house (3pm)
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Mies house (6pm)
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More Information
Realistic Image
Synthesis
Using Photon
Mapping
Realistic Image
Synthesis
Using Photon
Mapping
Realistic Im
age S
ynthesis U
sing P
hoton M
apping
Realistic Image
Synthesis
Using Photon
Mapping
Foreword by Pat Hanrahan
Realistic Image
Synthesis
Using Photon
Mapping
Henrik Wann Jensen
Jensen
Foreword by Pat Hanrahan
The creation of realistic three-dimensional images is central to computer graphics. Photon mapping, an extension of ray tracing, makes it possible to efficiently simulate global illumination in complex scenes. Photo mapping can simulate caustics (focused light, such as shimmering waves at the bottom of a swimming pool), diffuse inter-reflections (e.g., the `bleeding' of colored light from a red wall onto a white floor, giving the floor a reddish tint), and participating media (e.g., clouds or smoke). This book is a practical guide to photon mapping; it provides both the theory and the practical insight necessary to implement photon mapping and simulate all types of direct and indirect illumination efficiently.
A K PETERS LTD.A K
PETERS
Henrik Wann Jensen
http://graphics.ucsd.edu/~henrik/papers/book/
CSE168: Rendering Algorithms Henrik Wann Jensen