Local Vs. Global Illumination & Radiosity

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Last Time? Local vs. Global Illumination & Radiosity An early application of radiative heat transfer in stables. CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler Today BRDF Local Illumination Ratio of light coming from one direction that gets reflected in another direction Bidirectional Reflectance Distribution Function – BRDF – Ideal Diffuse Reflectance – Ideal Specular Reflectance – The Phong Model Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity CSCI-6962 Advanced Computer Graphics – 4D – R(θi ,φi ; θo, φo) Cutler CSCI-6962 Advanced Computer Graphics Incoming radiance Ideal Diffuse Reflectance The amount of light received by a surface depends on incoming angle Assume surface reflects equally in all directions (a.k.a. Lambertian) An ideal diffuse surface is, at the microscopic level, a very rough surface Examples: chalk, clay, some paints – Bigger at normal incidence (Winter/Summer difference) n l By how much? – dB dA cos θ – Same as: l . n (dot product with normal) θ dB Cutler Surface dA Surface CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler 1

Non-Ideal Reflectors Ideal Specular Reflectance n Assume surface reflects only in mirror direction – View dependent r Microscopic surface elements are oriented in the same direction as the surface Examples: mirrors, highly polished metals CSCI-6962 Advanced Computer Graphics θ θ l Surface Cutler Real materials tend to deviate significantly from ideal mirror reflectors Highlight is blurry They are not ideal diffuse surfaces either CSCI-6962 Advanced Computer Graphics Cutler Non-Ideal Reflectors The Phong Model Most light reflects in the ideal reflected direction Microscopic surface variations will reflect light just slightly offset How much light is reflected? How much light is reflected “specularly”? – Depends on the angle between the ideal reflection direction and the viewer direction α. n r Camera q Li Lo k s (cos α ) 2 θ θ r l α ks: specular reflection coefficient v q : specular reflection exponent Surface Effect of the q exponent CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler The Phong Model Ambient Illumination Sum of three components: Avoids the complexity of global illumination. Represents the reflection of all indirect illumination. This is a total hack! diffuse reflection specular reflection “ambient”. L(ωr ) k a Surface CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler 2

Questions? Anisotropic BRDFs Surfaces with strongly oriented microgeometry Examples: – brushed metals, hair, fur, cloth, velvet Source: Westin et.al 92 CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler Today Why Global Illumination? Local Illumination Why is Global Illumination Important? Simulate all light inter-reflections (indirect lighting) – The Cornell Box – Radiosity vs. Ray Tracing – in a room, a lot of the light is indirect: it is reflected by walls. How have we dealt with this so far? – Ambient term to fake some uniform indirect light The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity CSCI-6962 Advanced Computer Graphics Cutler Why Radiosity? CSCI-6962 Advanced Computer Graphics Cutler Radiosity vs. Ray Tracing Sculpture by John Ferren Diffuse panels photograph: Original sculpture by John Ferren lit by daylight from behind. diagram from above: eyeCutler CSCI-6962 Advanced Computer Graphics Ray traced image. A standard Image rendered with radiosity. ray tracer cannot simulate the note color bleeding effects. interreflection of light between diffuse surfaces. CSCI-6962 Advanced Computer Graphics Cutler 3

The Cornell Box The Cornell Box photograph direct illumination (0 bounces) 2 bounces 1 bounce images by Micheal Callahan http://www.cs.utah.edu/ shirley/classes/cs684 98/students/callahan/bounce/ CSCI-6962 Advanced Computer Graphics Cutler simulation Goral, Torrance, Greenberg & Battaile Modeling the Interaction of Light Between Diffuse Surfaces SIGGRAPH CSCI-6962 Advanced Computer Graphics Cutler '84 The Cornell Box Two approaches for global illumination Careful calibration and measurement allows for comparison between physical scene & simulation Radiosity – View-independent – Diffuse only Monte-Carlo Ray-tracing – Send tons of indirect rays photograph simulation Light Measurement Laboratory Cornell University, Program for Computer Graphics CSCI-6962 Advanced Computer Graphics Cutler Radiosity vs. Ray Tracing CSCI-6962 Advanced Computer Graphics Cutler Questions? Ray tracing is an image-space algorithm – If the camera is moved, we have to start over Radiosity is computed in object-space – View-independent (just don't move the light) – Can pre-compute complex lighting to allow interactive walkthroughs CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 http://www.lightscape.com Advanced Computer Graphics Cutler Lightscape 4

Today The Rendering Equation Local Illumination Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity ω' x' L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA L (x',ω') is the radiance from a point on a surface in a given direction ω' CSCI-6962 Advanced Computer Graphics Cutler The Rendering Equation CSCI-6962 Advanced Computer Graphics Cutler The Rendering Equation ω' ω' x' x' L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA E(x',ω') is the emitted radiance from a point: E is non-zero only if x' is emissive (a light source) Sum the contribution from all of the other surfaces in the scene CSCI-6962 Advanced Computer Graphics Cutler The Rendering Equation x ω' ω ω x' x' L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA For each x, compute L(x, ω), the radiance at point x in the direction ω (from x to x') CSCI-6962 Advanced Computer Graphics Cutler The Rendering Equation x ω' CSCI-6962 Advanced Computer Graphics Cutler L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA scale the contribution by ρx'(ω,ω'), the reflectivity (BRDF) of the surface at x' CSCI-6962 Advanced Computer Graphics Cutler 5

The Rendering Equation The Rendering Equation x ω' x ω' ω ω x' x' L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA For each x, compute V(x,x'), the visibility between x and x': 1 when the surfaces are unobstructed along the direction ω, 0 otherwise CSCI-6962 Advanced Computer Graphics Cutler Intuition about G(x,x')? L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA For each x, compute G(x, x'), which describes the on the geometric relationship between the two surfaces at x and x’ CSCI-6962 Advanced Computer Graphics Cutler Questions? Which arrangement of two surfaces will yield the greatest transfer of light energy? Why? CSCI-6962 Advanced Computer Graphics Cutler Museum simulation. Program of Computer Graphics, Cornell University. CSCI-6962 Advanced Computer lighting Graphics from Cutlerceiling. 50,000 patches. Note indirect Today Radiosity Overview Surfaces are assumed to be perfectly Lambertian (diffuse) Local Illumination Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity CSCI-6962 Advanced Computer Graphics Cutler – reflect incident light in all directions with equal intensity The scene is divided into a set of small areas, or patches. The radiosity, Bi, of patch i is the total rate of energy leaving a surface. The radiosity over a patch is constant. Units for radiosity: Watts / steradian * meter2 CSCI-6962 Advanced Computer Graphics ω' x' Cutler 6

Radiosity Equation Continuous Radiosity Equation L(x',ω') E(x',ω') ρx'(ω,ω')L(x,ω)G(x,x')V(x,x') dA Radiosity assumption: perfectly diffuse surfaces (not directional) Bx' Ex' ρx' Bx reflectivity x Bx' Ex' ρx' G(x,x') V(x,x') Bx G(x,x')V(x,x') form factor G: geometry term V: visibility term No analytical solution, even for simple configurations x’ CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Discrete Radiosity Equation The Radiosity Matrix Discretize the scene into n patches, over which the radiosity is constant reflectivity n B i E i ρ i Fij B j Aj Cutler n B i E i ρ i Fij B j j 1 n simultaneous equations with n unknown Bi values can be written in matrix form: j 1 form factor Ai discrete representation iterative solution costly geometric/visibility calculations CSCI-6962 Advanced Computer Graphics Cutler Solving the Radiosity Matrix The radiosity of a single patch i is updated for each iteration by gathering radiosities from all other patches: 1 ρ1F11 ρ1F12 L ρ1F1n ρ F 2 21 1 ρ 2 F22 M O L L 1 ρ n Fnn ρ n Fn1 B1 B 2 M Bn E1 E 2 M En A solution yields a single radiosity value Bi for each patch in the environment, a view-independent solution. CSCI-6962 Advanced Computer Graphics Cutler Computing Vertex Radiosities Bi radiosity values are constant over the extent of a patch. How are they mapped to the vertex radiosities (intensities) needed by the renderer? – Average the radiosities of patches that contribute to the vertex – Vertices on the edge of a surface are assigned values extrapolation This method is fundamentally a Gauss-Seidel relaxation CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler 7

Questions? Today Local Illumination Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity Factory simulation. Program of Computer Graphics, Cornell University. CSCI-6962 Advanced Computer Graphics Cutler 30,000 patches. CSCI-6962 Advanced Computer Graphics Cutler Calculating the Form Factor Fij Calculating the Form Factor Fij Fij fraction of light energy leaving patch j that arrives at patch i Takes account of both: Fij fraction of light energy leaving patch j that arrives at patch i patch j θj – geometry (size, orientation & position) – visibility (are there any occluders?) θi r patch j patch j patch j patch i Fij patch i patch i patch i CSCI-6962 Advanced Computer Graphics Cutler 1 Ai Ai Aj cos θi cos θj Vij dAj dAi π r2 CSCI-6962 Advanced Computer Graphics Cutler Form Factor Determination Hemicube Algorithm The Nusselt analog: the form factor of a patch is equivalent to the fraction of the the unit circle that is formed by taking the projection of the patch onto the hemisphere surface and projecting it down onto the circle. A hemicube is constructed around the center of each patch Aj dA i Patch occlusions are handled similar to z-buffer rasterization F dA i,A j CSCI-6962 Advanced Computer Graphics Each patch is projected (rasterized) onto the faces of the hemicube Each pixel stores its pre-computed form factor The form factor for a particular patch is just the sum of the pixels it overlaps Aj r 1 Faces of the hemicube are divided into "pixels" Cutler CSCI-6962 Advanced Computer Graphics Cutler 8

Form Factor from Ray Casting Questions? Cast n rays between the two patches – n is typically between 4 and 32 – Compute visibility – Integrate the point-to-point form factor Permits the computation of the patch-to-patch form factor, as opposed to point-to-patch A Aj i CSCI-6962 Advanced Computer Graphics Cutler Today CSCI-6962 http://www.lightscape.com Advanced Computer Graphics Cutler Lightscape Stages in a Radiosity Solution Local Illumination Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity Why so costly? Form Factor Calculation 90% Solve the Radiosity Matrix 10% Calculation & storage of n2 form factors Radiosity Solution Visualization (Rendering) 0% Radiosity Image Cutler Progressive Refinement CSCI-6962 Advanced Computer Graphics Cutler Reordering the Solution for PR Shooting: the radiosity of all patches is updated for each iteration: Goal: Provide frequent and timely updates to the user during computation Key Idea: Update the entire image at every iteration, rather than a single patch How? Instead of summing the light received by one patch, distribute the radiance of the patch with the most undistributed radiance. CSCI-6962 Advanced Computer Graphics Reflectance Properties Camera Position & Orientation – Progressive Radiosity – Adaptive Subdivision – Discontinuity Meshing – Hierarchical Radiosity CSCI-6962 Advanced Computer Graphics Input Geometry B1 B1 L ρ1 F1i B B L ρ F 2 2i 2 2 M M M M Bn Bn L ρ n Fni L M Bi M L This method is fundamentally a Southwell relaxation Cutler CSCI-6962 Advanced Computer Graphics Cutler 9

Progressive Refinement w/out Ambient Term CSCI-6962 Advanced Computer Graphics Progressive Refinement with Ambient Term Cutler Questions? CSCI-6962 Advanced Computer Graphics Cutler Today Local Illumination Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity – Progressive Radiosity – Adaptive Subdivision – Discontinuity Meshing – Hierarchical Radiosity CSCI-6962 http://www.lightscape.com Advanced Computer Graphics Cutler Lightscape Increasing the Accuracy of the Solution What’s wrong with this picture? CSCI-6962 Advanced Computer Graphics Cutler Adaptive Subdivision of Patches Image quality is a function of patch size Compute a solution on a uniform initial mesh, then refine the mesh in areas that exceed some error tolerance: – shadow boundaries – other areas with a high radiosity gradient CSCI-6962 Advanced Computer Graphics Cutler Coarse patch solution (145 patches) Improved solution (1021 subpatches) CSCI-6962 Advanced Computer Graphics Adaptive subdivision (1306 subpatches) Cutler 10

Discontinuity Meshing Discontinuity Meshing Limits of umbra and penumbra source – Captures nice shadow boundaries – Complex geometric computation to construct mesh penumbra blocker “Fast and Accurate Hierarchical Radiosity Using Global Visibility” Durand, Drettakis, & Puech 1999 umbra CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler Hierarchical Radiosity Practical Problems with Radiosity Group elements when the light exchange is not important Meshing – Breaks the quadratic complexity – Control non trivial, memory cost – memory – robustness Form factors – computation Cow-cow form factor? Diffuse limitation – extension to specular takes too much memory CSCI-6962 Advanced Computer Graphics Cutler CSCI-6962 Advanced Computer Graphics Cutler Questions? CSCI-6962 http://www.lightscape.com Advanced Computer Graphics Cutler Lightscape 11

Local Illumination Why is Global Illumination Important? The Rendering Equation Radiosity Equation/Matrix Calculating the Form Factors Advanced Radiosity CSCI-6962 Advanced Computer Graphics Cutler The Rendering Equation L (x',ω') is the radiance from a point on a surface in a given direction ω' x' ω'

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