Notes
Slide Show
Outline
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Global Illumination
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Lighting Simulation
  • The Rendering Equation



  • Challenges
    • Primitives complex: lights, materials, shapes
    • Exponential number of paths, dense coupling
  • How to solve it?
    • Radiosity              Finite element
    • Ray Tracing          Monte Carlo
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Lighting Example: Cornell Box
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Lighting Example: Diffuse Reflection
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Lighting Example: Shadows
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Lighting Example: Soft Shadows
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Radiosity: Cornell Experment
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Early Radiosity
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Very Early Radiosity
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Lighting Effects
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Caustics
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Complex Indirect Illumination
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Measuring things
  • Flux (Power): rate at which light energy is emitted
    • Measured in?
  • Solid angle: 3D generalization of angle
    • Measured in?









  • Intensity: Flux per solid angle
    • Measured in?
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Radiance
  • Radiance: intensity per unit foreshortened area
    • Foreshortened area found by multiplying the area by cos(q)
    • Think of the projection of the area onto the plane perpendicular to the direction of radiation
  • Properties of radiance:
    • Remains constant along a ray
    • The response of a sensor is proportional to the incident radiance
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Irradiance
  • Irradiance: flux per unit area


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Example: Point Light Sources
  • Energy distribution has an irritating singularity


  • The flux in some small differential solid angle is


  • Assume isotropic light source
  • Then irradiance at a point on a unit sphere is:
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Point Source Irradiance
  • Irradiance on a small surface from a point light


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BRDF’s
  • Bidirectional Reflection Distribution Function
    • How much light is reflected in direction wo from direction wi?



  • Two main properties:
    • Reciprocity:


    • Energy preservation:
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The Reflection Equation
  • How much light reflects in some given direction?
  • Take light coming from all incoming directions, multiply it by the BRDF, multiply by cos(q)



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Aside: Delta Functions
  • The Dirac delta function is defined as follows:
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BRDF Example: Mirror
  • Mirror reflection, so:



  • Also, since no light is absorbed:


  • Mirror’s BRDF uses delta functions to enforce this:
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Diffuse Reflection
  • Light is equally likely to be scattered in any direction, regardless of the incident direction
  • The BRDF is a constant!
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Indirect Illumination
  • Radiance is invariant along a ray
  • The radiance at x’ due to the radiance from x is




  •            is a boolean visibility function


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So… Close…
  • Hemispherical integral bad.  Surface integral good.
  • Relationship between solid angle and projected surface area:




  • So define G:


  • Change variables in the reflection equation:
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The Rendering Equation
  • Incorporate emission:





  • This completely captures all light transport in a scene
    • Is this true?
  • Global illumination = solve the rendering equation
  • But it’s too hard!
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The Radiosity Equation
  • Assume all surfaces are diffuse
  • BRDF is a constant, we can pull it out of the integral


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Solving the radiosity equation
  • Radiosity solutions are view-independent!


  • This is actually a tractable problem!


  • Bounce light around in the scene, absorbing some and reflecting some, until everything settles down
    • What’s that called?
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The Radiosity Equation
  • We can’t compute integrals, but that’s OK
  • Cut up the scene into little “patches”
  • Sum the light contribution over all patches:



  •        : the fraction of energy leaving patch j that arrives at patch i.
  • Called the form factor between the two patches
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Form Factor Facts
  • Reciprocity relationship between form factors:


  • Simplify the summation:
    • this is pretty simple, considering the rendering equation


  • Rearrange terms:
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Wait A Minute…
  • This looks suspiciously like a system of equations!







  • This is Ye Olde Huge Matrixe!
  • Solve it using numerical techniques
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Finding Form Factors
  • The form factor between two tiny surface patches is:



  •     is the binary visibility function


  • So the true form factor is:
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Nusselt’s Method
  • Project the visible areas of Aj onto a unit hemisphere centered at dAi, and then onto the base
  • The ratio of this projected area to the area of the base circle is the form factor
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Hemicubes
  • Approximate the hemisphere:
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Hemicubes
  • Each small hemicube cell has a precomputed delta form factor:









  • We can render the scene using normal Z-buffer scan conversion onto the faces of the hemicube!
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Progressive Refinement
  • Radiosity solving is really slow
  • Display a reasonable picture while solving
  • The approach so far:
    • estimate the radiosity of patch I based on the estimates of all other patch radiosities:


  • This is called gathering


  • Poor intermediate results
    • Why?
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Shooting
  • Instead of gathering light, we can shoot the light energy stored at each patch to every other patch:


  • This requires knowing all the form factors at once
    • That’s bad
  • Rewrite the equation as:



  • Choose the patch with maximum stored energy
    • Starting with the light sources
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Intermediate Results
  • Display the latest radiosity values at each patch
  • Use ambient to make up the difference
  • Set initial radiosities to the emission
  • Compute an average diffuse reflectivity for the scene
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Intermediate Results
  • Compute an overall reflection factor
    • Take into account all paths which energy can take


  • Weight the unshot radiosity by the ratio of the patch’s area to the total area:
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Shooting Without Ambient
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Shooting With Ambient
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The Cornell Box
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Aliasing in Radiosity
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Non-Axis Aligned Meshes
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More Discontinuity Meshing
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Engine Room
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Indoor Lighting
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Architectural Design
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