Specular reflection. Dielectrics and Distribution in Ray Tracing. Snell s Law. Ray tracing dielectrics



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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 (insulators) behave differently Reflectance (fraction of light reflected) depends on angle metal dielectric 2004 Steve Marschner 1 2004 Steve Marschner 2 Snell s Law Ray tracing dielectrics Tells us where the refracted ray goes Like a simple mirror surface, use recursive ray tracing But we need two rays One reflects off the surface (same as mirror ray) The other crosses the surface (computed using Snell s law) Doesn t always exist (total internal reflection) Splitting into two rays, recursively, creates a ray tree Very many rays are traced per viewing ray Ways to prune the tree Limit on ray depth Limit on ray attenuation 2004 Steve Marschner 3 2004 Steve Marschner 4

Specular reflection from metal Specular reflection from glass Reflectance does depend on angle Aluminum Dependence on angle is dramatic! Glass but not much safely ignored in basic rendering about 4% at normal incidence always 100% at grazing remaining light is transmitted This is important for proper appearance 2004 Steve Marschner 5 2004 Steve Marschner 6 Fresnel reflection Fresnel s formulas Black glazed sphere reflection from glass surface transmitted ray is discarded They predict how much light reflects from a smooth interface between two materials usually one material is empty space constant reflectance Fresnel reflectance R is the fraction that is reflected (1 R) is the fraction that is transmitted 2004 Steve Marschner 7 2004 Steve Marschner 8

Schlick s approximation For graphics, a quick hack to get close with less computation: R 0 is easy to compute: 2004 Steve Marschner 9 2004 Steve Marschner 10 Fresnel reflection [Josh Wills 2003 UCSD Rendering Competition] [Mike Hill & Gaain Kwan Stanford cs348 competition 2001] 2004 Steve Marschner 11 2004 Steve Marschner 12

Basic ray tracing Many advanced methods build on the basic ray tracing paradigm Basic ray tracer: one sample for everything one ray per pixel one shadow ray for every point light one reflection ray, possibly one refraction ray, per intersection Making use of multiple samples Most advanced methods for ray tracing use multiple rays to gather more information Simplest example: image-plane supersampling recall discussion of antialiasing ray tracing gives you direct access to the continuous image we know point sampling causes aliasing, and we want area sampling (box filtering being the simplest example) simulate area sampling by averaging many sub-pixel samples 2003 Steve Marschner 13 2003 Steve Marschner 14 Antialiasing in ray tracing Antialiasing in ray tracing aliased image antialiased image one sample per pixel four samples per pixel Cornell CS465 Spring 2004 Lecture 7 2004 Steve Marschner 15 Cornell CS465 Spring 2004 Lecture 7 2004 Steve Marschner 16

Blurring to improve images Basic ray traced image Antialiasing is one example of blurring to improve images problem: sharp edges in the image solution: blur in image space This is one example of the general case of discontinuities in the simple model that do not look right in images perfectly sharp shadow edges perfectly clear mirror reflections infinitely tiny point camera perfectly frozen instant in time (in animation) [Glassner 89] 2003 Steve Marschner 17 2003 Steve Marschner 18 Making use of multiple samples Once we re tracing multiple rays per pixel to blur in image space (antialiasing), we can use the multiple samples to blur in other domains blur shadows with distributed shadow rays blur reflections with distributed reflection rays camera lens blur with distributed eye points motion blur with distributed ray times Adding randomness Regular sampling, even at sub-pixel spacing, can still lead to artifacts Randomness lets you replace artifacts with noise, which is often less bothersome. In antialiasing, jitter the sample positions randomly in image space [Shirley 2002] 2003 Steve Marschner 19 2003 Steve Marschner 20

Hard shadows Soft shadows 2003 Steve Marschner 21 2003 Steve Marschner 22 Creating soft shadows Glossy reflection Hard shadows caused by point lights For soft shadows use area lights and each shadow ray gets a different point on the light Choosing samples general principle: start with uniform in square [Lafortune et al. 97] 2003 Steve Marschner 23 2003 Steve Marschner 24

Creating glossy reflections Depth of field Cause: not all mirror reflected rays go the same way Jitter the reflected rays Not exactly in mirror direction; add a random offset Can work out math to match Phong exactly Can do this by jittering the normal if you want 2003 Steve Marschner 25 2003 Steve Marschner 26 Depth of field Motion blur In reality comes from averaging over the lens how camera optics work In rendering, make eye rays come from random points always going toward a point on the focus plane Caused by finite shutter times strobing without blur Introduce time as a variable throughout the system object are hit by rays according to their position at a given time Then generate rays with times distributed over shutter interval 2003 Steve Marschner 27 2003 Steve Marschner 28

Cook, Porter, Carpenter 1984 2003 Steve Marschner 29