Path Tracing - Literature Research. Rick de Bruijne May 17, 2011
|
|
- Shonda McKenzie
- 8 years ago
- Views:
Transcription
1 Path Tracing - Literature Research Rick de Bruijne May 17,
2 Contents 1 Abstract 3 2 Natural Phenomena Motion Blur Fresnel Participating Media Subsurface Scattering Dispersion Reducing variance Stratied Sampling Russian Roulette Importance Sampling Next Event Estimation Bi-Directional Path Tracing
3 1 Abstract This report is an ongoing eort to map the most interesting extensions to a basic Kajiya path tracer. Path tracing is in essence a big Monte Carlo estimator, i.e. an estomator which approximates the value of an arbitrary integral. In the case of a path tracer, the integral is the Rendering Equation (eq. 1.1) deviced by Kajiya [6]. The equation describes how the lighting of a point is dependent of the light it emits and how light is reaches it from other light sources, both direct and indirect (by reecting of other surfaces). [ ˆ ] I(x, x ) = g(x, x ) ɛ(x, x ) + ρ(x, x, x )I(x, x )dx (1.1) S where: I(x, x ) accounts for the intensity of light from x to x g(x, x ) is the geometry term, i.e. can x be seen from x ɛ(x, x ) accounts for the intensity of light emitted from x to x ρ(x, x, x ) accounts for the indirect lighting from x to x via x I(x, x ) accounts for the intensity of light from x to x S... dx is the union of all the surfaces (S = S i ) A Monte Carlo path tracer uses a many dimensional integrand. It includes integrating over a pixel (x, y) for anti aliassing, over a lens (u, v) for depth of eld, over time (t) for motion blur and over wavelengths (λ) for dispersion. These dimensions are then raised to the power of the recursion depth to give the nal number of dimensions used: d = (x, y; u, v; t; λ) depth In this report, we give an overview of existing methods to enhance or improve a path tracer. We describe natural phenomena which will increase realism, as well as variance reduction methods which will decrease rendertime. 3
4 2 Natural Phenomena Kajiya's version of the rendering equation only applies to basic direct/indirect lighting, it does not handle phenomena such as subsurface scattering or uoresence. In this section, we will discuss some of the additional eects which can be handled with path tracing. 2.1 Motion Blur Figure 2.1: Motion blur in a ray tracer Motion blur is caused by extending the rendering equation to also integrate over time. If an acceleration structure is used, it needs to account for the entire integrand over time. A method for doing this is to make a bounding box large enough to contain the object everywhere between t min and t max, or to move it box along with the object. 2.2 Fresnel The Fresnel formula describes the ratio between the amount of light being reected and refracted of a surface; e.a. how much of the incoming light is reected/refracted when it hits a transparant object. n 1 cosθ i n 2 1 R s = n 1 cosθ i n ( n 1 n 2 sinθ i ) 2 ( n 1 n 2 sinθ i ) 2 (2.1) where: R s is the reection coecient n 1 is the refractive index of the medium being left n 2 is the refractive index of the medium entered θ i is the angle of the incident ray The result is dependent on the light's incoming angle in comparison to the surface normal: a greater angle has a bigger reection ratio while a shallower angle has a greater refraction ratio. The Fresnel formula (2.1) knows two major versions: one for conducting and one for dielectric (non-conducting) materials. The formula is very expensive, it contains multiple square roots, 4
5 Figure 2.2: Sphere rendered without (left) and with (right) the Fresnel eect. multiplications and divisions. Therefore, for eciency, the Schlick approximation is used instead of the Fresnel formula(2.2). where: R(θ) = R 0 + (1 R 0 )(1 cosθ) 5 (2.2) θ is the incedent angle R(θ) is the reection coecient R 0 is the reectance at normal indices, i.e. Fresnel value at θ = 0 The result of Schlick diers only slightly from Fresnel, as can be seen in Figure 2.3. It has less than 1% error [10] compared to the original equation and executes much faster since it has only 2 additions and 4 multiplications. Figure 2.3: Fresnel values for diamant, glass, copper and gold (left); Schlick's appriximation (right). [10] 2.3 Participating Media Participating media causes eects like fog. There are three dierent eects caused by participating media: light absorption, emission and scattering. The simplest participating media only absorb light (e.g. smoke), which means that the light passing through the medium is attenuated based on the density of the medium, as dened by equation 2.3 [8]. The equation states that the intensity of light at distance s (I(s)) is based on the original intensity (I 0 ) and the integrand S over the distance ( ) with regard to the extinction coecient (τ(t)): 0 5
6 I(s) = I 0 exp ( ˆ S 0 τ(t)dt An example of a participating media that emits light are ames. The amount of light emitted along the length of the ray is dened by equation 2.4, there the intensity is aected by the source term (g(t)), i.e. the light emitted by the media: ) (2.3) ˆ S I(s) = I 0 + g(t)dt (2.4) 0 Because real particles both absorb and emit light, the equations for absorbtion and emission have to be combined. Max [8] derives an equation which gives an inensity at the eye: ( ) ( ) I(D) = I 0 exp ˆ D 0 τ(t)dt + ˆ D 0 g(s) exp ˆ D s τ(t)dt ds (2.5) The rst part represents the light coming from the background, multiplied by the cloud's transparency, the second part is the integrand for the contribution of the medium g(s) at each point s multiplied by the transparency between s and the eye. Real particles don't just emit or absorb light, they also scatter it. This means that at arbitrary points, light is scattered in dierent directions. This means that light can be scattered away from the eye and towards the eye. Figure 2.4: Rising smoke by Henrik Wann Jensen, Subsurface Scattering Many materials have the characteristic that light that enters it at one point may exit at another point quite far away. Subsurface light transport is one of the key mechanisms that gives the characteristic apearances to materials such as marble, skin and candles. 6
7 Figure 2.5: Scattering of light in a BRDF (left) and a BSSRDF (right). [4] The bidirectional scattering-surface reectance distribution function (BSSRDF [4]) can describe the light transport between two rays that hit a surface, whereas the normal BRDF assumes that light entering a matrial exits at the same position and time (Figure 2.4). The bidirectional distribution function (BRDF, ρ(x, x, x ) in equation 1.1) is an approximation of the BSSRDF, it assumes that light enters and leaves an object at the same point. For a BSSRDF, S(x i, ω i ; x 0, ω 0 ) the outgoing radiance, L i (x i, ω i ) at point x 0 in direction ω i is computed by taking the integrand over the incoming directions ( ) and area ) with regard to surface normal n: 2π ( A L o (x o, ˆ ˆ ω o ) = S(x i, ω i ; x 0, ω o )L i (x i, ω i )( n ω i )dω i A(x i ) A 2π As light travels a greater distance through the medium, the value of S generally deminishes. The light transport beneath a surface is described by the same principles as light transport within participating media. Figure 2.6: Marble bust rendered without (left) and with (right) subsurface scattering. [4] 2.5 Dispersion Dispersion is the natural eect of the occurrence of rainbows eects when light is fragmented through an object. This happens when light which consists of a variety of dierent wavelengths is split into its spectral components when it hits the boundary of a refractive material. The resulting color is calculated by taking the integrand over the dierent wavelengths. The split is non-linearly dependent on the wavelengths. The amount of splitting is related to a set of material constants which can only be found by being measured in experiments. For the 7
8 Figure 2.7: Incident ray being split by a prism into separate wavelengths. [13] implementation in a Monte Carlo renderer, the default RGB color space isn't sucient. A better method is needed which uses a device independent color space (e.g. CIE CYZ). This color space can be used in internal calculations and has to be transformed into RGB for displaying the nal result. Figure 2.8: A lead crystal paperweight rendered without dispersion ( left) and with dispersion (right). [13] 8
9 3 Reducing variance A Monte Carlo renderer uses random variables, which represent a distribution of variables. The distribution can be expressed as a function relating possible values to probabilities. A continious function, as used in Monte Carlo, is called a probability density function (pdf). By denition a pdf, p, must comply to two requirements (where x R) [1]: x : p(x) 0 Ω p(x)dx = 1 The variance of the Monte Carlo estimator of integral f with pdf q can be dened by ( N ) f(x i ) V = 1 ( ) f(ω) q(x i ) N V q(ω) i=1 (3.1) This implies that the variance will ( go ) to zero as N. The expression also implies that the variance will only decrease by O N 1 2, so 4 times as many samples need to be taken to halve the variance. In the following section we will discuss a few techniques to reduce variance. 3.1 Stratied Sampling Random sampling (also called stochastic sampling) suers from a great variance. There is no guarantee that the distribution is uniform; the sample points can clump together and leave gaps (see Figure 3.1). Stratied sampling subdivides the original space into a group of nonoverlapping regions. When taking a single sample from each region, a better distribution is guaranteed, reducing variance. Each region is known as a stratum, multiple stratum are called strata. Figure 3.1: 16 random samples (left); 256 random samples (right). A simple method for stratied sampling is jittered sampling. The sampling region is subdivided into a uniform grid and a random sample is taken in each stratum. This method yields a better distribution than random sampling, where all samples could end up in one stratum. 9
10 Figure 3.2: 16 jittered samples (left); 256 jittered samples (right). Another method is Poisson-disk sampling, which is a method of random sampling with the restriction that the minimum distance between the points is at least ε. If no point can be added without breaking the poison-disk property, the pattern is maximal. When the distribution is maximal, a relaxation method like Lloyd's relaxation can be used to add more points: the generated points are moved to their Voronoi region's centroids, creating room for more samples. [5] Figure 3.3: 16 Poisson-disk sampled (left); 256 Poisson Disk sampled (right). 3.2 Russian Roulette Russian Roulette addresses the problem of ray which contribute little to the nal image. A termination probability is used to terminate a ray when its contribution becomes too little. A compensation will have to be made for the rays that are terminated; the rays that continue 1 will be scaled by their probability of evaluation ( p evaluate ). Russian roulette will never reduce variance, but will actually increase it. However, because it terminates rays early, it increases the overall eciency. Another eect of using russian roulette is that the renderer allows for paths of arbitrary length, even allowing for inntely long paths, removing bias caused by having a xth-length path. 10
11 Imagine we want to nd an average of the function f(x)by taking N = 100 evaluations (eq 3.2). v = 1 N N f(x i ) (3.2) i=0 If the probability of evaluation is 0.5, we need to scale by = 2.0 in the event that the evaluation is chosen.if f(x) is a constant function that returns 1, the full sum would give = 1. The Russian Roulette version would not give the exact answer, but would converge to it. The full sum would be close to 50 because the function is evaluated only half the time. However, because we scaled by 2, the result would roughly be 100, which would give the nal result of roughly 1. This works with every probability of p = (0, 1] Importance Sampling Importance sampling exploits that the Monte Carlo estimator converges more quickly when samples are taken from a distribution which is proportional to the function in the integrand used. Equation 3.1 tells us that the variance is dependent on f(ω) q(ω). If the variance of this ratio can be decreased, the over variance can be reduced without increasing the number of samples. Importance sampling is the technique of choosing a sampling distribution ( q) to minimize variance of the ratio. Not all importance sampling will decrease variance, a poorly chosen q will actually increase variance. The two cases which can increase variance are a very small q where f is relatively large ( f q will be very large), or a large q where f is relatively small ( f q will be very small). The rst case is generally more problematic than the second. In the rst case, the ratio can appcoach innity, while in the second case it cannot get smaller than 0. By reducing the probability of a very small q where f is very large, the robustnes of the Monte Carlo estimator is increased. This can be done by replacing q with a mixture distribution that includes a uniform density, u(ω) over the domain q (ω) = αq(ω) + (1 α)u(ω) This quarantees that the new distribution (q ) will never be smaller than (1 α)u(ω). This places an upper bound on the variance of the estimator. 3.4 Next Event Estimation When a path doesn't hit a light source, its radiance is 0. Since it is unlikely for a ray to hit a light by sampling random directions, many rays will return a black pixels. We can sample light sources directly, splitting direct and indirect illumination (creating two separate Monte Carlo processes). Direct illumination for a single light is based on picking a random point on the light and casting a shadow ray. If the light is hit, its radiance is contributed to the nal result. The contribution is based on the angle of the shadow ray to the surface normal of the shaded object and the distance between the object and the light source. The direct ligting integrator can be dened as ([9], equation 15.1): ˆ L o (p, ω o ) = L e (p, ω o ) + f(p, ω o, ω i )L d (p, ω i ) cosθ i dω i S 2 1 There is no Russian Roulette for p=1. 11
12 where: Lo (p, ω o ) existant radiance from a point p on a surface in direction ω o L e (p, ω o ) emitted radiance from the surface at point p f(p, ω o, ω i ) incoming radiance over the sphere L d (p, ω i ) incident radiance from light sources cosθ i angle between incident ray and the surface normal S 2 the sphere of incident directions around p When multiple light sources exists, the probability of sampling each is based on their surface area. All probabilities are scaled so that the sum will be 1: N p i = A i j=0 First, a light source to sample is chosen by taking a sample in the range (0, 1), after which a random point is sampled on the chosen light source. The nal result is found by adding the direct lighting to the radiance determined by basic Monte Carlo path tracing. When a light source is hit with a random diuse bounce, it is not counted; the lighting is already handled with the next event estimation. A j 1. Figure 3.4: Cornell box rendered with (left) and without (right) next event estimation. Both pictures are rendered with 4 samples. 3.5 Bi-Directional Path Tracing In bi-directional path tracing, rays are traced both in the forward direction (from a lightsource) and in the reverse direction (from the eye). Rays in the forward direction are traced untill they are terminated by russion roulette or when they have reached a max depth. Rays in the reverse direction are traced in the same manner, but are also terminated when they strike a light source. All hit points on the respective paths are then connected using shadow rays and the approximate contributions are added to the pixel being rendered (Figure 3.5). We will have to assign a weight of the path relative to the probability of having the path in the sampling scheme. At each point on the eye path the estimates for the indirect lighting via the rest of the path and via the light path are weighted. For specular surfaces, the estimate found by following the eye path is mostly relied upon. For diuse surfaces, the estimate fround through the contributions of the light path are more likely to be important. Therefore, the weight is 12
13 Figure 3.5: A scematic representation of the bi-directional path tracing algorithm [7]. chosen proportional to a measure of the degree of specularity at the surface at the point being evaluated along the eye path. 13
14 References [1] K. Bala, P. D. (editors, J. F. Talbot, D. Cline, and P. Egbert. Importance resampling for global illumination. [2] S. S. Csi, L. Szirmay-kalos, and C. Kelemen. Variance reduction for russian-roulette. A. Slack, Solid State Physics, 34:2003, [3] G. W. Imbens and T. Lancaster. Ecient estimation and stratied sampling. Journal of Econometrics, 74(2):289318, October [4] H. W. Jensen, S. R. Marschner, M. Levoy, and P. Hanrahan. A practical model for subsurface light transport. In Proceedings of the 28th annual conference on Computer graphics and interactive techniques, SIGGRAPH '01, pages , New York, NY, USA, ACM. [5] T. R. Jones. Ecient generation of poisson-disk sampling patterns. journal of graphics, gpu, and game tools, 11(2):2736, [6] J. T. Kajiya. The rendering equation. SIGGRAPH Comput. Graph., 20:143150, August [7] E. P. Lafortune and Y. D. Willems. Bi-directional path tracing. In Proceedings of Third International Conference on Computational Graphics and Visualization Techniques (COM- PUGRAPHICS 1993), pages , [8] N. Max. Optical models for direct volume rendering. IEEE Transactions on Visualization and Computer Graphics, 1:99108, June [9] M. Pharr and G. Humphreys. Physically Based Rendering, Second Edition: From Theory To Implementation. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA, 2nd edition, [10] C. Schlick. An inexpensive brdf model for physically-based rendering. Computer Graphics Forum, 13:233246, [11] P. Shirley and R. K. Morley. Realistic Ray Tracing. A. K. Peters, Ltd., Natick, MA, USA, 2 edition, [12] P. Shirley, C. Wang, and K. Zimmerman. Monte carlo techniques for direct lighting calculations. ACM Trans. Graph., 15:136, January [13] E. Wilkie, R. F. Tobler, and W. Purgathofer. Raytracing of dispersion eects in transparent materials. In In WSCG 2000 Conference Proceedings, pages 2000,
An introduction to Global Illumination. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology
An introduction to Global Illumination Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Isn t ray tracing enough? Effects to note in Global Illumination image:
More informationComputer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping. Lecture 15 Taku Komura
Computer Graphics Global Illumination (2): Monte-Carlo Ray Tracing and Photon Mapping Lecture 15 Taku Komura In the previous lectures We did ray tracing and radiosity Ray tracing is good to render specular
More informationPATH TRACING: A NON-BIASED SOLUTION TO THE RENDERING EQUATION
PATH TRACING: A NON-BIASED SOLUTION TO THE RENDERING EQUATION ROBERT CARR AND BYRON HULCHER Abstract. In this paper we detail the implementation of a path tracing renderer, providing a non-biased solution
More informationPHOTON mapping is a practical approach for computing global illumination within complex
7 The Photon Mapping Method I get by with a little help from my friends. John Lennon, 1940 1980 PHOTON mapping is a practical approach for computing global illumination within complex environments. Much
More informationCSE168 Computer Graphics II, Rendering. Spring 2006 Matthias Zwicker
CSE168 Computer Graphics II, Rendering Spring 2006 Matthias Zwicker Last time Global illumination Light transport notation Path tracing Sampling patterns Reflection vs. rendering equation Reflection equation
More informationAdvanced Computer Graphics. Rendering Equation. Matthias Teschner. Computer Science Department University of Freiburg
Advanced Computer Graphics Rendering Equation Matthias Teschner Computer Science Department University of Freiburg Outline rendering equation Monte Carlo integration sampling of random variables University
More informationSpecular reflection. Dielectrics and Distribution in Ray Tracing. Snell s Law. Ray tracing dielectrics
Specular reflection Dielectrics and Distribution in Ray Tracing CS 465 Lecture 22 Smooth surfaces of pure materials have ideal specular reflection (said this before) Metals (conductors) and dielectrics
More informationPath Tracing. Michael Doggett Department of Computer Science Lund university. 2012 Michael Doggett
Path Tracing Michael Doggett Department of Computer Science Lund university 2012 Michael Doggett Outline Light transport notation Radiometry - Measuring light Illumination Rendering Equation Monte Carlo
More informationpath tracing computer graphics path tracing 2009 fabio pellacini 1
path tracing computer graphics path tracing 2009 fabio pellacini 1 path tracing Monte Carlo algorithm for solving the rendering equation computer graphics path tracing 2009 fabio pellacini 2 solving rendering
More informationMonte Carlo Path Tracing
HELSINKI UNIVERSITY OF TECHNOLOGY 16.4.2002 Telecommunications Software and Multimedia Laboratory Tik-111.500 Seminar on Computer Graphics Spring 2002: Advanced Rendering Techniques Monte Carlo Path Tracing
More informationCS 431/636 Advanced Rendering Techniques"
CS 431/636 Advanced Rendering Techniques" Dr. David Breen" Korman 105D" Wednesday 6PM 8:50PM" Photon Mapping" 5/2/12" Slide Credits - UC San Diego Goal Efficiently create global illumination images with
More informationHow To Improve Efficiency In Ray Tracing
CS 563 Advanced Topics in Computer Graphics Russian Roulette - Sampling Reflectance Functions by Alex White Monte Carlo Ray Tracing Monte Carlo In ray tracing, use randomness to evaluate higher dimensional
More informationPath tracing everything. D.A. Forsyth
Path tracing everything D.A. Forsyth The Rendering Equation- 1 We can now write L o (x, ω o )=L e (x, ω o )+ Ω Angle between normal and incoming direction ρ bd (x, ω o, ω i )L i (x, ω i ) cos θ i dω i
More informationVolumetric Path Tracing
Volumetric Path Tracing Steve Marschner Cornell University CS 6630 Spring 2012, 8 March Using Monte Carlo integration is a good, easy way to get correct solutions to the radiative transfer equation. It
More informationMonte Carlo Path Tracing
CS294-13: Advanced Computer Graphics Lecture #5 University of California, Berkeley Wednesday, 23 September 29 Monte Carlo Path Tracing Lecture #5: Wednesday, 16 September 29 Lecturer: Ravi Ramamoorthi
More informationChapter 10. Bidirectional Path Tracing
Chapter 10 Bidirectional Path Tracing In this chapter, we describe a new light transport algorithm called bidirectional path tracing. This algorithm is a direct combination of the ideas in the last two
More informationMathematics for Global Illumination
Mathematics for Global Illumination Massimo Picardello Mathematics Department, University of Roma Tor Vergata Abstract and disclaimer This is a simple, almost naif approach to the mathematics of global
More informationMonte Carlo Ray Tracing
Monte Carlo Ray Tracing Siggraph 2003 Course 44 Tuesday, July 29, 2003 Organizer Henrik Wann Jensen University of California, San Diego Lecturers James Arvo University of California, Irvine Phil Dutre
More informationDhiren Bhatia Carnegie Mellon University
Dhiren Bhatia Carnegie Mellon University University Course Evaluations available online Please Fill! December 4 : In-class final exam Held during class time All students expected to give final this date
More informationIN previous chapters we assumed that all lighting interactions occurred at surfaces. In particular,
4 Light Transport in Participating Media Thus, if one is to be five times as distant, make it five times bluer. Leonardo Da Vinci, 1452 1519 IN previous chapters we assumed that all lighting interactions
More informationRendering Area Sources D.A. Forsyth
Rendering Area Sources D.A. Forsyth Point source model is unphysical Because imagine source surrounded by big sphere, radius R small sphere, radius r each point on each sphere gets exactly the same brightness!
More informationImproved predictive modeling of white LEDs with accurate luminescence simulation and practical inputs
Improved predictive modeling of white LEDs with accurate luminescence simulation and practical inputs TracePro Opto-Mechanical Design Software s Fluorescence Property Utility TracePro s Fluorescence Property
More informationLight Control and Efficacy using Light Guides and Diffusers
Light Control and Efficacy using Light Guides and Diffusers LEDs 2012 Michael Georgalis, LC Marketing Manager, Fusion Optix October 11, 2012 Agenda Introduction What Is Light Control? Improves Application
More informationA Practical Model for Subsurface Light Transport
A Practical Model for Subsurface Light Transport Henrik Wann Jensen Stephen R. Marschner Marc Levoy Pat Hanrahan Stanford University Abstract This paper introduces a simple model for subsurface light transport
More informationPhoton Mapping Made Easy
Photon Mapping Made Easy Tin Tin Yu, John Lowther and Ching Kuang Shene Department of Computer Science Michigan Technological University Houghton, MI 49931 tiyu,john,shene}@mtu.edu ABSTRACT This paper
More informationOptical Design Tools for Backlight Displays
Optical Design Tools for Backlight Displays Introduction Backlights are used for compact, portable, electronic devices with flat panel Liquid Crystal Displays (LCDs) that require illumination from behind.
More informationTeaching Introductory Computer Graphics Via Ray Tracing
Teaching Introductory Computer Graphics Via Ray Tracing Helen H. Hu Westminster College, Salt Lake City, UT hhu@westminstercollege.edu Figure 1. Examples of student work. For fun, enthusiastic students
More informationVARIANCE REDUCTION TECHNIQUES FOR IMPLICIT MONTE CARLO SIMULATIONS
VARIANCE REDUCTION TECHNIQUES FOR IMPLICIT MONTE CARLO SIMULATIONS An Undergraduate Research Scholars Thesis by JACOB TAYLOR LANDMAN Submitted to Honors and Undergraduate Research Texas A&M University
More informationTreasure Hunt. Lecture 2 How does Light Interact with the Environment? EMR Principles and Properties. EMR and Remote Sensing
Lecture 2 How does Light Interact with the Environment? Treasure Hunt Find and scan all 11 QR codes Choose one to watch / read in detail Post the key points as a reaction to http://www.scoop.it/t/env202-502-w2
More informationOutdoor beam tracing over undulating terrain
Outdoor beam tracing over undulating terrain Bram de Greve, Tom De Muer, Dick Botteldooren Ghent University, Department of Information Technology, Sint-PietersNieuwstraat 4, B-9000 Ghent, Belgium, {bram.degreve,tom.demuer,dick.botteldooren}@intec.ugent.be,
More informationMCRT: L6. Initial weight of packet: W = L / N MC At each interaction multiply weight by probability of scattering: W = a W
MCRT: L6 Variance reduction techniques improve signal-to-noise of simulation using same number of MC packets Examples of where MCRT is inefficient optically thin (need lots of photons) Weights keep packet
More informationINTRODUCTION TO RENDERING TECHNIQUES
INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature
More informationCUBE-MAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS
ICCVG 2002 Zakopane, 25-29 Sept. 2002 Rafal Mantiuk (1,2), Sumanta Pattanaik (1), Karol Myszkowski (3) (1) University of Central Florida, USA, (2) Technical University of Szczecin, Poland, (3) Max- Planck-Institut
More informationConvention Paper Presented at the 118th Convention 2005 May 28 31 Barcelona, Spain
Audio Engineering Society Convention Paper Presented at the 118th Convention 2005 May 28 31 Barcelona, Spain This convention paper has been reproduced from the author s advance manuscript, without editing,
More informationGetting Started with iray in 3ds Max 2014
Getting Started with iray in 3ds Max 2014 Iray is an intuitive, interactive, physically based, progressive, path tracing 3D renderer Iray balances ease of use and interactivity with high quality photorealistic
More informationA Short Introduction to Computer Graphics
A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical
More informationDOING PHYSICS WITH MATLAB COMPUTATIONAL OPTICS RAYLEIGH-SOMMERFELD DIFFRACTION INTEGRAL OF THE FIRST KIND
DOING PHYSICS WITH MATLAB COMPUTATIONAL OPTICS RAYLEIGH-SOMMERFELD DIFFRACTION INTEGRAL OF THE FIRST KIND THE THREE-DIMENSIONAL DISTRIBUTION OF THE RADIANT FLUX DENSITY AT THE FOCUS OF A CONVERGENCE BEAM
More informationSolar Energy. Outline. Solar radiation. What is light?-- Electromagnetic Radiation. Light - Electromagnetic wave spectrum. Electromagnetic Radiation
Outline MAE 493R/593V- Renewable Energy Devices Solar Energy Electromagnetic wave Solar spectrum Solar global radiation Solar thermal energy Solar thermal collectors Solar thermal power plants Photovoltaics
More informationconstraint. Let us penalize ourselves for making the constraint too big. We end up with a
Chapter 4 Constrained Optimization 4.1 Equality Constraints (Lagrangians) Suppose we have a problem: Maximize 5, (x 1, 2) 2, 2(x 2, 1) 2 subject to x 1 +4x 2 =3 If we ignore the constraint, we get the
More informationAn Efficient Plugin for Representing Heterogeneous Translucent Materials
An Efficient Plugin for Representing Heterogeneous Translucent Materials Sermet Önel Department of Computer Engineering Yaşar University Email: sermet.onel@yasar.edu.tr Murat Kurt International Computer
More informationReflectance Characteristics of Accuflect Light Reflecting Ceramic
Reflectance Characteristics of Accuflect Light Reflecting Ceramic Copyright July 1 Accuratus Corporation 35 Howard Street Phillipsburg, NJ 8865 USA +1.98.13.77 http://accuratus.com SUMMARY Accuflect is
More informationDesign, Analysis, and Optimization of LCD Backlight Unit using Ray Tracing Simulation
Design, Analysis, and Optimization of LCD Backlight Unit using Ray Tracing Simulation Joonsoo Choi 1, Kwang-Soo Hahn 1, Heekyung Seo 1, Seong-Cheol Kim 2 1 School of Computer Science, Kookmin University,
More informationComputer Applications in Textile Engineering. Computer Applications in Textile Engineering
3. Computer Graphics Sungmin Kim http://latam.jnu.ac.kr Computer Graphics Definition Introduction Research field related to the activities that includes graphics as input and output Importance Interactive
More informationThe Comprehensive PBR Guide by Allegorithmic - vol. 1. Light and Matter : The theory of Physically-Based Rendering and Shading
The Comprehensive PBR Guide by Allegorithmic - vol. 1 Light and Matter : The theory of Physically-Based Rendering and Shading Cover by Gaëtan Lassagne, written by Wes McDermott Table of Contents Light
More informationCS 371 Project 5: Midterm Meta-Specification
CS 371 Project 5: Midterm Meta-Specification Preproduction Start: Thursday, September 30 1:00 pm Proposals Due: Wednesday, October 6 12:00 pm Description Due: Thursday, October 14 10:00 pm Production Start:
More informationMaterials in NX Render
Materials in NX Render Overview Where materials are stored in NX Render Internal material definition and the NX interface Material types and their characteristics Material components Colour Pattern Reflectance
More information13. Write the decimal approximation of 9,000,001 9,000,000, rounded to three significant
æ If 3 + 4 = x, then x = 2 gold bar is a rectangular solid measuring 2 3 4 It is melted down, and three equal cubes are constructed from this gold What is the length of a side of each cube? 3 What is the
More informationOverview. What is EMR? Electromagnetic Radiation (EMR) LA502 Special Studies Remote Sensing
LA502 Special Studies Remote Sensing Electromagnetic Radiation (EMR) Dr. Ragab Khalil Department of Landscape Architecture Faculty of Environmental Design King AbdulAziz University Room 103 Overview What
More informationThe RADIANCE Lighting Simulation and Rendering System
The RADIANCE Lighting Simulation and Rendering System Written by Gregory J. Ward Lighting Group Building Technologies Program Lawrence Berkeley Laboratory COMPUTER GRAPHICS Proceedings, Annual Conference
More informationThea Omni Light. Thea Spot Light. Light setup & Optimization
Light setup In this tutorial we will learn how to setup lights inside Thea Studio and how to create mesh lights and optimize them for faster rendering with less noise. Let us have a look at the different
More informationIntroduction to the Monte Carlo method
Some history Simple applications Radiation transport modelling Flux and Dose calculations Variance reduction Easy Monte Carlo Pioneers of the Monte Carlo Simulation Method: Stanisław Ulam (1909 1984) Stanislaw
More informationUnderstanding astigmatism Spring 2003
MAS450/854 Understanding astigmatism Spring 2003 March 9th 2003 Introduction Spherical lens with no astigmatism Crossed cylindrical lenses with astigmatism Horizontal focus Vertical focus Plane of sharpest
More informationUsing Photorealistic RenderMan for High-Quality Direct Volume Rendering
Using Photorealistic RenderMan for High-Quality Direct Volume Rendering Cyrus Jam cjam@sdsc.edu Mike Bailey mjb@sdsc.edu San Diego Supercomputer Center University of California San Diego Abstract With
More informationA Theoretical Framework for Physically Based Rendering
Volume 13, (1994) number 2, pp. 97-107 A Theoretical Framework for Physically Based Rendering Eric P. Lafortune and Yves D. Willems Department of Computer Science, Katholieke Universiteit Leuven Celestijnenlaan
More information2 Absorbing Solar Energy
2 Absorbing Solar Energy 2.1 Air Mass and the Solar Spectrum Now that we have introduced the solar cell, it is time to introduce the source of the energy the sun. The sun has many properties that could
More informationPath Tracing Overview
Path Tracing Overview Cast a ray from the camera through the pixel At hit point, evaluate material Determine new incoming direction Update path throughput Cast a shadow ray towards a light source Cast
More informationWaves Sound and Light
Waves Sound and Light r2 c:\files\courses\1710\spr12\wavetrans.doc Ron Robertson The Nature of Waves Waves are a type of energy transmission that results from a periodic disturbance (vibration). They are
More informationChapter 4 Variance Reduction Techniques
Chapter 4 Variance Reduction Techniques 4.1 PDF-modifying Variance Reduction In the next few sections, we will look at heuristic variance reduction techniques. Of course, it is not really the techniques
More informationHunting Ghosts. For the development of imaging optical STRAY LIGHT ANALYSIS IN IMAGING OPTICS
Virtual prototype of the camera lens defined in [3]. Besides the lenses we model only those mechanical parts that potentially contribute the most to stray light Hunting Ghosts STRAY LIGHT ANALYSIS IN IMAGING
More informationReflection and Refraction
Equipment Reflection and Refraction Acrylic block set, plane-concave-convex universal mirror, cork board, cork board stand, pins, flashlight, protractor, ruler, mirror worksheet, rectangular block worksheet,
More informationLet s consider a homogeneous medium characterized by the extinction coefficient β ext, single scattering albedo ω 0 and phase function P(µ, µ').
Lecture 22. Methods for solving the radiative transfer equation with multiple scattering. Part 4: Monte Carlo method. Radiative transfer methods for inhomogeneous ouds. Objectives: 1. Monte Carlo method.
More informationManual for simulation of EB processing. Software ModeRTL
1 Manual for simulation of EB processing Software ModeRTL How to get results. Software ModeRTL. Software ModeRTL consists of five thematic modules and service blocks. (See Fig.1). Analytic module is intended
More informationIntroduction to Logistic Regression
OpenStax-CNX module: m42090 1 Introduction to Logistic Regression Dan Calderon This work is produced by OpenStax-CNX and licensed under the Creative Commons Attribution License 3.0 Abstract Gives introduction
More informationSo, you want to make a photo-realistic rendering of the Earth from orbit, eh? And you want it to look just like what astronauts see from the shuttle
So, you want to make a photo-realistic rendering of the Earth from orbit, eh? And you want it to look just like what astronauts see from the shuttle or ISS (International Space Station). No problem. Just
More informationMonte Carlo (MC) Model of Light Transport in Turbid Media
Monte Carlo (MC) Model of Light Transport in Turbid Media M. Talib Department of Physics, University of AL Qadisiya Email: Al Helaly @ Yahoo. Com Abstract: Monte Carlo method was implemented to simulation
More informationAP Physics B Ch. 23 and Ch. 24 Geometric Optics and Wave Nature of Light
AP Physics B Ch. 23 and Ch. 24 Geometric Optics and Wave Nature of Light Name: Period: Date: MULTIPLE CHOICE. Choose the one alternative that best completes the statement or answers the question. 1) Reflection,
More informationLezione 4: Grafica 3D*(II)
Lezione 4: Grafica 3D*(II) Informatica Multimediale Docente: Umberto Castellani *I lucidi sono tratti da una lezione di Maura Melotti (m.melotti@cineca.it) RENDERING Rendering What is rendering? Rendering
More informationMonte Carlo and Empirical Methods for Stochastic Inference (MASM11/FMS091)
Monte Carlo and Empirical Methods for Stochastic Inference (MASM11/FMS091) Magnus Wiktorsson Centre for Mathematical Sciences Lund University, Sweden Lecture 5 Sequential Monte Carlo methods I February
More informationAP CALCULUS AB 2008 SCORING GUIDELINES
AP CALCULUS AB 2008 SCORING GUIDELINES Question 1 Let R be the region bounded by the graphs of y = sin( π x) and y = x 4 x, as shown in the figure above. (a) Find the area of R. (b) The horizontal line
More informationComputer Animation: Art, Science and Criticism
Computer Animation: Art, Science and Criticism Tom Ellman Harry Roseman Lecture 12 Ambient Light Emits two types of light: Directional light, coming from a single point Contributes to diffuse shading.
More information1 Example of Time Series Analysis by SSA 1
1 Example of Time Series Analysis by SSA 1 Let us illustrate the 'Caterpillar'-SSA technique [1] by the example of time series analysis. Consider the time series FORT (monthly volumes of fortied wine sales
More informationPhysical Science Study Guide Unit 7 Wave properties and behaviors, electromagnetic spectrum, Doppler Effect
Objectives: PS-7.1 Physical Science Study Guide Unit 7 Wave properties and behaviors, electromagnetic spectrum, Doppler Effect Illustrate ways that the energy of waves is transferred by interaction with
More informationFace Locating and Tracking for Human{Computer Interaction. Carnegie Mellon University. Pittsburgh, PA 15213
Face Locating and Tracking for Human{Computer Interaction Martin Hunke Alex Waibel School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Abstract Eective Human-to-Human communication
More informationCOMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies
COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 175-01, Fall 2009 Meetings: TR 1:30-2:45pm Instructor: Sara Su (sarasu@cs.tufts.edu) TA: Matt Menke
More informationSOLUTIONS. f x = 6x 2 6xy 24x, f y = 3x 2 6y. To find the critical points, we solve
SOLUTIONS Problem. Find the critical points of the function f(x, y = 2x 3 3x 2 y 2x 2 3y 2 and determine their type i.e. local min/local max/saddle point. Are there any global min/max? Partial derivatives
More informationNATSRL Seed Project Summer 2006. Final Report. January 2007
Real-Time Visual Simulation of Snow and Fog in Support of Safer Snowplow Design NATSRL Seed Project Summer 2006 Final Report Prepared by: Peter Willemsen Department of Computer Science University of Minnesota
More informationHow To Draw In Autocad
DXF Import and Export for EASE 4.0 Page 1 of 9 DXF Import and Export for EASE 4.0 Bruce C. Olson, Dr. Waldemar Richert ADA Copyright 2002 Acoustic Design Ahnert EASE 4.0 allows both the import and export
More informationPolarization of Light
Polarization of Light References Halliday/Resnick/Walker Fundamentals of Physics, Chapter 33, 7 th ed. Wiley 005 PASCO EX997A and EX999 guide sheets (written by Ann Hanks) weight Exercises and weights
More informationSpecific Intensity. I ν =
Specific Intensity Initial question: A number of active galactic nuclei display jets, that is, long, nearly linear, structures that can extend for hundreds of kiloparsecs. Many have two oppositely-directed
More informationAfter a wave passes through a medium, how does the position of that medium compare to its original position?
Light Waves Test Question Bank Standard/Advanced Name: Question 1 (1 point) The electromagnetic waves with the highest frequencies are called A. radio waves. B. gamma rays. C. X-rays. D. visible light.
More informationOn computer algebra-aided stability analysis of dierence schemes generated by means of Gr obner bases
On computer algebra-aided stability analysis of dierence schemes generated by means of Gr obner bases Vladimir Gerdt 1 Yuri Blinkov 2 1 Laboratory of Information Technologies Joint Institute for Nuclear
More informationUNIVERSITY OF SASKATCHEWAN Department of Physics and Engineering Physics
UNIVERSITY OF SASKATCHEWAN Department of Physics and Engineering Physics Physics 111.6 MIDTERM TEST #4 March 15, 2007 Time: 90 minutes NAME: (Last) Please Print (Given) STUDENT NO.: LECTURE SECTION (please
More informationSTRUTS: Statistical Rules of Thumb. Seattle, WA
STRUTS: Statistical Rules of Thumb Gerald van Belle Departments of Environmental Health and Biostatistics University ofwashington Seattle, WA 98195-4691 Steven P. Millard Probability, Statistics and Information
More informationEfficient Illumination by High Dynamic Range Images
Eurographics Symposium on Rendering 23 Per Christensen and Daniel Cohen-Or (Editors) Efficient Illumination by High Dynamic Range Images Thomas Kollig 1 and Alexander Keller 2 1 Department of Computer
More informationIntegration. Topic: Trapezoidal Rule. Major: General Engineering. Author: Autar Kaw, Charlie Barker. http://numericalmethods.eng.usf.
Integration Topic: Trapezoidal Rule Major: General Engineering Author: Autar Kaw, Charlie Barker 1 What is Integration Integration: The process of measuring the area under a function plotted on a graph.
More informationPractical Rendering of Multiple Scattering Effects in Participating Media
Eurographics Symposium on Rendering (2004) H. W. Jensen, A. Keller (Editors) Practical Rendering of Multiple Scattering Effects in Participating Media Simon Premože 1 Michael Ashikhmin 2 Ravi Ramamoorthi
More informationMaking natural looking Volumetric Clouds In Blender 2.48a
I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D
More information8 Polynomials Worksheet
8 Polynomials Worksheet Concepts: Quadratic Functions The Definition of a Quadratic Function Graphs of Quadratic Functions - Parabolas Vertex Absolute Maximum or Absolute Minimum Transforming the Graph
More informationAUDIO. 1. An audio signal is an representation of a sound. a. Acoustical b. Environmental c. Aesthetic d. Electrical
Essentials of the AV Industry Pretest Not sure if you need to take Essentials? Do you think you know the basics of Audio Visual? Take this quick assessment test on Audio, Visual, and Systems to find out!
More informationPRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING. PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16
PRODUCT LIFECYCLE MANAGEMENT COMPETENCY CENTRE RENDERING PLMCC, JSS Academy of Technical Education, Noida Rendering 1 of 16 Table of contents Under construction PLMCC, JSS Academy of Technical Education,
More informationPhysically-Based Shading Models in Film and Game Production
Physically-Based Shading Models in Film and Game Production SIGGRAPH 2010 Course Notes Course Organizer Naty Hoffman Activision Studio Central Presenters Yoshiharu Gotanda tri-ace Adam Martinez Sony Pictures
More informationAcceleration Methods for Ray Tracing based Global Illumination
Acceleration Methods for Ray Tracing based Global Illumination Dissertation zur Erlangung des Doktorgrades Dr. rer. nat. der Fakultät für Ingenieurwissenschaften und Informatik der Universität Ulm vorgelegt
More informationThermodynamically efficient NONIMAGING OPTICS Dan David Symposium UC MERCED September 26, 2008
Thermodynamically efficient NONIMAGING OPTICS Dan David Symposium UC MERCED September 26, 2008 Nonimaging optics departs from the methods of traditional optical design by instead developing techniques
More informationE190Q Lecture 5 Autonomous Robot Navigation
E190Q Lecture 5 Autonomous Robot Navigation Instructor: Chris Clark Semester: Spring 2014 1 Figures courtesy of Siegwart & Nourbakhsh Control Structures Planning Based Control Prior Knowledge Operator
More informationIntroduction to Mobile Robotics Bayes Filter Particle Filter and Monte Carlo Localization
Introduction to Mobile Robotics Bayes Filter Particle Filter and Monte Carlo Localization Wolfram Burgard, Maren Bennewitz, Diego Tipaldi, Luciano Spinello 1 Motivation Recall: Discrete filter Discretize
More informationREAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS
REAL-TIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS Tommy Jensen, Mikkel S. Andersen, Claus B. Madsen Laboratory for Computer Vision and Media
More informationMaximum likelihood estimation of mean reverting processes
Maximum likelihood estimation of mean reverting processes José Carlos García Franco Onward, Inc. jcpollo@onwardinc.com Abstract Mean reverting processes are frequently used models in real options. For
More informationEfficient Implementation of Bi-directional Path Tracer on GPU
Efficient Implementation of Bi-directional Path Tracer on GPU Bc. Vilém Otte Supervised by: RNDr. Marek Vinkler Ph.D. Faculty of Informatics Masaryk University Brno / Czech Republic Abstract Most of the
More information2.5 Physically-based Animation
2.5 Physically-based Animation 320491: Advanced Graphics - Chapter 2 74 Physically-based animation Morphing allowed us to animate between two known states. Typically, only one state of an object is known.
More information