Document Sample

Introduction To Ray Tracing Greg Prisament Stanford ESP Spring 2010 Pebbles by Jonathan Hunt What Is Ray Tracing? Ray Tracing is a rendering technique that simulates light rays as they bounce around a scene. It can produce realistic (and surrealistic) images. It’s fun to study because it brings together math, physics, programming & art to produce amazing images. What Is A Ray Tracer? 3D Scene Description 2D Image Renderer Ray Tracer Program 3d Modeler (Bryce 3D) Text-based Description (POV-Ray) Course Outline Part 1: POV-Ray Part 2: Background Math --- 5 min break --- Part 3: Ray Tracing Algorithm What Is POV-Ray POV-Ray is a free and open-source Ray Tracer. It uses text-based scene descriptions as input. POV stands for “Persistence of Vision” but in graphics it usually stands for “Point of View”. Get it here: http://www.povray.org/download/#binaries Simple POV-Ray Scene background { blue 1 } camera { location <0.0, 0.5, -4.0> look_at <0.0, 0.0, 0.0> } light_source { <-30, 30, -30> color rgb <1, 1, 1> } plane { <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } } sphere { <0, 0, 0>, 1 texture { pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } } } Simple POV-Ray Scene background { blue 1 } All scenes have: camera { location <0.0, 0.5, -4.0> } look_at <0.0, 0.0, 0.0> Camera light_source { <-30, 30, -30> } color rgb <1, 1, 1> Light Source(s) plane { <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } } sphere { <0, 0, 0>, 1 Object(s) texture { pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } } } Simple POV-Ray Scene background { blue 1 } X , Y, Z camera { location <0.0, 0.5, -4.0> Camera look_at <0.0, 0.0, 0.0> } The camera can be specified light_source { <-30, 30, -30> with two points: color rgb <1, 1, 1> } plane { location – Position of <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } camera. } sphere { <0, 0, 0>, 1 look_at - Point to look at. texture { pigment { color rgb <1, 1, 0> } } finish{ specular 0.6 } There are also other options } for tilt, field-of-view, etc. Simple POV-Ray Scene background { blue 1 } X , Y, Z camera { location <0.0, 0.5, -4.0> Note About Coordinates look_at <0.0, 0.0, 0.0> } Coordinates are specified with three numbers x, y, z inside “triangle brackets”<>. light_source { <-30, 30, -30> If we place the camera on the –Z axis and color rgb <1, 1, 1> } face positive +Z then: plane { -X = Screen Left <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } +X = Screen Right } -Y = Screen Bottom +Y = Screen Top sphere { -Z = Out of the screen towards your face. <0, 0, 0>, 1 texture { +Z = Into the screen away from your face. pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } POV-Ray uses a left-handed coordinate } } system. Simple POV-Ray Scene background { blue 1 } X , Y, Z camera { location <0.0, 0.5, -4.0> Note About Units look_at <0.0, 0.0, 0.0> } Numbers in POV-Ray are unit- light_source { less. If you’re rendering <-30, 30, -30> color rgb <1, 1, 1> molecules they could represent } nano-meters. If you’re rendering plane { a city they might represent feet. <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } If you’re rendering the galaxy } they could represent light-years. sphere { <0, 0, 0>, 1 texture { But POV-Ray doesn’t care what pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } they represent. } } Simple POV-Ray Scene background { blue 1 } camera { location <0.0, 0.5, -4.0> Light Source(s) look_at <0.0, 0.0, 0.0> } Position A basic “point light” source is light_source { specified with a position and <-30, 30, -30> color rgb <1, 1, 1> Color a color. } R, G, B plane { <0, 1, 0>, -1 It emits light in all directions. pigment { color rgb <0, 1, 0> } } The intensity of the light sphere { does not fall off with <0, 0, 0>, 1 texture { distance (unrealistic). pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } } } Simple POV-Ray Scene background { blue 1 } camera { location <0.0, 0.5, -4.0> Object(s) look_at <0.0, 0.0, 0.0> } This scene has two objects: a light_source { <-30, 30, -30> plane and a sphere. color rgb <1, 1, 1> } plane { All objects have a texture <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } which describes pigment, } Textures normal, and finish sphere { <0, 0, 0>, 1 properties. If any of these texture { pigment { color rgb <1, 1, 0> } are missing then default } finish{ specular 0.6 } values are used. } Simple POV-Ray Scene background { blue 1 } camera { location <0.0, 0.5, -4.0> Planes look_at <0.0, 0.0, 0.0> } A “plane” is a flat surface that goes on light_source { infinitely in two dimensions. <-30, 30, -30> color rgb <1, 1, 1> It is specified with a normal vector and } Normal Vector an offset. plane { <0, 1, 0>, -1 Offset pigment { color rgb <0, 1, 0> } The normal vector is the direction the } plane faces. For example, a room’s floor sphere { faces “up” (0, 1, 0) and a room’s ceiling <0, 0, 0>, 1 faces down (0, -1, 0). texture { pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } The offset is the plane’s displacement } from the origin. } Simple POV-Ray Scene background { blue 1 } camera { location <0.0, 0.5, -4.0> Spheres look_at <0.0, 0.0, 0.0> } A sphere is specified with a light_source { <-30, 30, -30> point and a radius. color rgb <1, 1, 1> } plane { This sphere is centered on <0, 1, 0>, -1 pigment { color rgb <0, 1, 0> } the origin and has a radius of } Center Point 1. sphere { Radius <0, 0, 0>, 1 texture { pigment { color rgb <1, 1, 0> } finish{ specular 0.6 } } } Other Shapes Torus torus { 1.65, 0.3 translate <0, -.7, 1> texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.6 } } } Other Shapes Torus Outer Radius torus { Inner Radius 1.65, 0.3 translate <0, -.7, 1> Position texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.6 } } } Other Shapes Box box { <-0.5, -1, -0.5>, <0.5, 0, 0.5> texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.8 } } } Other Shapes Box Bottom-left-near corner position box { <-0.5, -1, -0.5>, <0.5, 0, 0.5> texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.8 } } } Top-right-far corner position Other Shapes Cylinder cylinder { <0, -1, 0>, <0, 0, 0>, 1 texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.8 } } } Other Shapes Cylinder Endpoint 1 Endpoint 2 cylinder { <0, -1, 0>, <0, 0, 0>, 1 Radius texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.8 } } } Other Shapes Cone cone { <0, -1, 0>, 1, <0, 1, 0>, 0 texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.6 } } } Other Shapes Cone Endpoint 2 Endpoint 1 Radius 1 Radius 2 cone { <0, -1, 0>, 1, <0, 1, 0>, 0 texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.6 } } } Advanced Shapes Image-Based Height Field height_field { jpeg "wedding.jpeg" texture { pigment { image_map { jpeg "wedding.jpeg" map_type 0 interpolate 2 once } rotate x*90 } finish { specular 0.5 ambient 0.2 reflection 0.1} } translate <-0.5, 0, -0.5> scale 1.2*<4, 1, 3> scale <1, 0.4, 1> translate <0, -.99, 0> } Photo by David Zaveloff Advanced Shapes Text text { ttf "arial.ttf", "SPLASH!", 0.5, 0 texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.6 } } translate <-2, -1, 0> } Blobs #declare RadiusVal = 1.0; #declare StrengthVal = 1.0; blob { threshold 0.6 sphere { < 0.75, 0, 0>, RadiusVal, StrengthVal } sphere { <-0.375, 0.65, 0>, RadiusVal, StrengthVal } sphere { <-0.375, -0.65, 0>, RadiusVal, StrengthVal } scale 1 texture { pigment { color rgb <1, 1, 0> } finish{ ambient 0.2 specular 0.6 } } } Textures – Overview Pigment describes the surface color. Normal simulates coarse surface imperfections. Finish describes how the surface interacts with light. Textures - Pigments pigment { pigment { pigment { pigment { color rgb <1, 0, 0> granite agate wood scale 0.1 } } } turbulence 0.1 } pigment { pigment { pigment { ripples scale 0.1 ripples scale 0.1 ripples scale 0.1 turbulence 0.5 } turbulence 0.5 color_map { } [0.0 color rgb <0, 0, 0.5>] [1.0 color rgb <0.7, 0.7, 1>] } } Textures - Normals No normal specified. normal { normal { normal { granite scale 0.2 agate wood scale 0.1 } } turbulence 0.1 } normal { normal { normal { normal { ripples scale 0.1 granite 0.1 agate 0.2 dents 2 scale 0.1 } scale 0.2 } } } Textures - Finishes Ambient Light Diffuse Light Specular Highlight Reflected Light finish{ finish{ finish{ finish{ ambient 0.5 ambient 0.0 ambient 0.0 ambient 0.0 diffuse 0.0 diffuse 1.0 diffuse 0.0 diffuse 0.0 specular 0.0 specular 0.0 specular 1.0 specular 0.0 reflection 0.0 reflection 0.0 reflection 0.0 reflection 0.75 } } } } The ambient The diffuse The specular The reflection component gives a component component component little bit of color to approximates light approximates light simulates a mirror- shadow areas, which that comes directly that comes directly like surface that otherwise would be from a light source from a light source reflects light coming completely black. and scatters in all and is reflected. from other objects. It approximates directions. indirect light. Textures - Finishes Ambient Light Diffuse Light Specular Highlight Reflected Light finish{ We combine the ambient 0.1 diffuse 0.75 contributions of specular 0.75 these various reflection 0.2 } types of light to get the surface finish we desire. Textures - Examples #declare DentedChrome = texture { pigment {color rgb <0.9, 0.95, 1.0>} normal { dents 0.2 scale 0.05} finish{ ambient 0.1 diffuse 0.8 specular 1.0 roughness 0.001 reflection 0.2 } } torus { 1.65, 0.3 translate <0, -.7, 1> texture { DentedChrome } } sphere { <0, 1, 0> 0.75 texture { DentedChrome } } Textures - Examples #declare RedFrostedGlass = texture { pigment {color rgb <1.0, 0.9, 0.9> filter 0.8} normal {agate 0.03} finish{ ambient 0.2 diffuse 1.0 specular 1.0 ior 1.4 } } difference { cone { <0, -1, 0>, 0.8, <0, 1, 0>, 1.0 } cone { <0, -0.8, 0> 0.7 <0, 1.1, 0>, 0.9 } texture {RedFrostedGlass} } Transformations #declare MyTexture = texture { pigment { color rgb <1, 1, 0> } All shapes can be rotated, translated, and finish{ specular 0.6 } } scaled, as many times as you want. sphere { <0, 0, 0>, 1 scale <0.5, 1, 0.5> rotate -45*z translate <-1.5, 0.5, 0> texture {MyTexture} } sphere { <0, 0, 0>, 1 scale <1, 0.2, 1> translate <0, -.9, 0> texture {MyTexture} } sphere { <0, 0, 0>, 1 scale <0.75, 1.0, 0.5> rotate 60*x translate <1.5, 0.5, 0> texture {MyTexture} } Transformations Be careful of the order you do your transformation in! Rotate then Scale Scale then Rotate sphere { sphere { <0, 0, 0>, 1 <0, 0, 0>, 1 rotate -45*z scale <0.3, 1, 0.3> scale <0.3, 1, 0.3> rotate -45*z texture {MyTexture} texture {MyTexture} } } POV-Ray has many more types of shapes, textures, light sources and settings. I encourage you to download it and experiment with what it can do. POV-Ray “Hall of Fame” Images Boreal by Norbert Kern Chado by Norbert Kern The Wet Bird by Gilles Tran Family and Main Street by Gilles Tran Glasses by Gilles Tran Course Outline Part 1: POV-Ray Part 2: Background Math --- 5 min break --- Part 3: Ray Tracing Algorithm 3D Vectors and Scalars A 3D vector is a triplet of numbers: v ( x, y, z) Example: v (1,3,2) Geometrically, think of it as an arrow. A scalar is just a plain-ol’ number, like 15.3. Magnitude and Direction All vectors have a length (magnitude) and direction. Magnitude: v ( x, y , z ) v x2 y2 z 2 Example: v (1,3,2) v 12 (3) 2 2 2 14 Vector Addition Vectors Can Be Added v1 ( x1 , y1 , z1 ) v2 ( x2 , y 2 , z 2 ) v1 v2 ( x1 x2 , y1 y2 , z1 z2 ) v1 v2 v1 v2 (v1 v2 ) Vector Subtraction Vectors Can Be Subtracted v1 ( x1 , y1 , z1 ) v2 ( x2 , y 2 , z 2 ) v1 v2 ( x1 x2 , y1 y2 , z1 z2 ) v1 v2 v1 v2 (v1 v2 ) 4 Types of Vector Multiplication There are 4 types of vector multiplication: • Scalar Multiplication • Component-wise Multiplication • Dot Product • Cross Product Scalar*Vector Multiplication The scalar “distributes” through the parenthesis. v ( x, y , z ) sv s( x, y, z ) ( sx, sy , sz ) Magnitude is “scaled” by |s|. Direction reverses if s < 0. Component-wise Multiplication Warning! Don’t do this in Math class: it’s not considered the correct way to multiply vectors. v1 ( x1 , y1 , z1 ) v2 ( x2 , y2 , z2 ) v1 * v2 ( x1 x2 , y1 y2 , z1 z2 ) Ray tracers use component-wise multiplication when multiplying colors together. Basically, it treats the vectors as independent scalars packed into vector form. Dot Product v1 ( x1 , y1 , z1 ) v2 ( x2 , y 2 , z 2 ) v1 v2 x1 x2 y1 y2 z1 z 2 The dot product takes two vectors and produces a scalar. The dot product is related to the angle between the vectors and their magnitudes: v1 v2 x1x2 y1 y2 z1z2 v1 v2 cos( ) where ϴ is the angle between v1 and v 2 . Dot Product - Properties 1) If v1 and v 2 point in the same direction then: then v1 v2 v1 v2 2) If v1 and v 2 are perpendicular then v1 v2 0 3) If v1 and v 2 are normalized meaning v1 v2 1 then v1 v2 cos( ) Cross Product v1 ( x1 , y1 , z1 ) v2 ( x2 , y2 , z2 ) v1 v2 ( y1 z2 y2 z1 , x2 z1 x1 z2 , x1 y2 x2 y1 ) Cross Product - Properties 1) The magnitude of the cross product equals the area of the parallelogram the vectors make. v2 A A v1 v2 v1 2) The direction of the cross product is perpendicular to both v1 and v 2 . 3) If v1 and v 2 point in the same direction then: then v1 v2 (0,0,0) 4) If v1 and v 2 are perpendicular then v1 v2 v1 v2 5) If v1 and v 2 are normalized then v1 v2 sin( ) Exercises Complete the “Vector Math Exercises” worksheet now. Course Outline Part 1: POV-Ray Part 2: Background Math --- 5 min break --- Part 3: Ray Tracing Algorithm Course Outline Part 1: POV-Ray Part 2: Background Math --- 5 min break --- Part 3: Ray Tracing Algorithm Forward Ray Tracing Goal: Simulate light rays coming from the light sources, bouncing off objects, and entering camera. Forward Ray Tracing Problem: The majority of light rays never reach the camera. These rays do not contribute to the final image and so we should not waste time simulating them. Backwards Ray Tracing Solution: Do the simulation in reverse. This is called backwards ray-tracing and this is how ray tracers like POV-Ray work. Backwards Ray Tracing Fire rays from the camera. When a ray hits an object split it into several rays that go towards each light source. This way, only the rays that contribute to the final image are simulated. Algorithm Overview 1) Fire “primary” ray from the camera. 2) Determine closest object it hits and where the intersection occurs. 3) Perform shading, including firing “secondary” rays from intersection point: a) towards each light source. b) in the reflection direction. c) in the refraction direction. Algorithm Overview In pseudo-code: Color FireRay(Ray r, Scene s): (obj, t, N, I) = RayGetClosestIntersection(s, r) color = Shade(obj, t, N, I, r.dir) return color RenderScene(Scene s, Camera c, Image img): for x from 0 to (X_RES-1) for y from 0 to (Y_RES-1) r = GenCameraRay(c, x, y, X_RES, Y_RES) img.pixel[x,y] = FireRay(r, s) endfor endfor Algorithm Overview 1) Fire “primary” ray from the camera. 2) Determine closest object it hits and where the intersection occurs. 3) Perform shading, including firing “secondary” rays from intersection point: a) towards each light source. b) in the reflection direction. c) in the refraction direction. Ray Definition A ray is half a line. It starts at a point and goes off to infinity in one direction. Mathematically it can be written as a function: R(t ) r0 trd , t 0 Where r0 is the ray’s origination point and rd is the direction it goes in. Camera and Viewing Frustum The camera defines a pyramid-shaped viewing frustum that determines which section of the 3D scene is seen. You can imagine sticking a grid of pixels into this viewing frustum near the camera. We will fire a ray through each of these pixels. Camera and Viewing Frustum The camera defines a pyramid-shaped viewing frustum that determines which section of the 3D scene is seen. You can imagine sticking a grid of pixels into this viewing frustum near the camera. We will fire a ray through each of these pixels. Camera and Viewing Frustum The camera defines a pyramid-shaped viewing frustum that determines which section of the 3D scene is seen. You can imagine sticking a grid of pixels into this viewing frustum near the camera. We will fire a ray through each of these pixels. Generating Camera Rays The shape and location of the viewing frustum is determined by several camera properties: = Horizontal viewing angle: field of view. a = Aspect Ratio: ratio of image width to height. f = Normalized forward vector: direction camera is facing. u = Normalized up vector: direction which is up, should be f. = Normalized right vector: computed as r f u. p = Camera position. Generating Camera Rays It is convenient to scale the up and right vectors based on the aspect ratio and horizontal viewing angle: View of frustum from above: r r tan( ) 2 1 u u tan( ) r a 2 f 2 p Generating Camera Rays It is convenient to scale the up and right vectors based on the aspect ratio and horizontal viewing angle: View of frustum from above: r r tan( ) 2 ? 1 u u tan( ) r a 2 1 f 2 p Generating Camera Rays It is convenient to scale the up and right vectors based on the aspect ratio and horizontal viewing angle: View of frustum from above: r r tan( ) 2 tan( ) 1 2 u u tan( ) r a 2 1 f 2 p Generating Camera Rays If output image is W by H pixels large, we can generate the ray Rx , y (t ) for pixel (x, y) as follows: y x Rx , y (t ) p t f (1 2 )u (1 2 )r H W Generating Camera Rays If output image is W by H pixels large, we can generate the ray Rx , y (t ) for pixel (x, y) as follows: y x Rx , y (t ) p t f (1 2 )u (1 2 )r H W Questions: 1) What does this reduce to for pixel (0, 0)? 2) What does this reduce to for pixel (W, H)? 3) What does this reduce to for pixel (W/2, H/2)? Algorithm Overview 1) Fire “primary” ray from the camera. 2) Determine closest object it hits and where the intersection occurs. 3) Perform shading, including firing “secondary” rays from intersection point: a) towards each light source. b) in the reflection direction. c) in the refraction direction. Ray-Sphere Intersection A sphere at position ( s x , s y , s z ) with radius r is mathematically defined as follows: ( x sx ) 2 ( y s y ) 2 ( z sz ) 2 r 2 How to tell if this sphere and ray intersect? R (t ) p td , t 0 Ray-Sphere Intersection To determine if a ray and sphere intersect, we plug in for x, y, z using the ray’s equation, and solve for t. ( x sx ) 2 ( y s y ) 2 ( z sz ) 2 r 2 R(t ) p td ( px , p y , pz ) t (d x , d y , d z ) ( px d xt , p y d yt , pz d zt ) x y z Plugging in: ( px d xt sx ) ( py d yt s y ) ( pz d zt sz ) r 2 2 2 2 (d xt ( px sx )) (d yt ( py s y )) (d zt ( pz sz )) r 2 2 2 2 Ray-Sphere Intersection (d xt ( px sx ))2 (d yt ( py s y ))2 (d zt ( pz sz ))2 r 2 Substitute k x ( p x s x ) k y ( p y s y ) k z ( pz sz ) (d xt kx )2 (d yt k y )2 (d zt kz )2 r 2 Expand squared binomials: d x t 2 2d x kxt kx d y t 2 2d y k yt k y d z2t 2 2d z kzt kz2 r 2 2 2 2 2 Ray-Sphere Intersection d x t 2 2d x kxt kx d y t 2 2d y k yt k y d z2t 2 2d z kzt kz2 r 2 2 2 2 2 Combine like terms: (d x d y d z2 )t 2 2(d x kx d y k y d z kz )t (kx k y kz2 r 2 ) 0 2 2 2 2 Now what? Ray-Sphere Intersection d x t 2 2d x kxt kx d y t 2 2d y k yt k y d z2t 2 2d z kzt kz2 r 2 2 2 2 2 Combine like terms: (d x d y d z2 )t 2 2(d x kx d y k y d z kz )t (kx k y kz2 r 2 ) 0 2 2 2 2 a b c Use quadratic formula to solve for t! b b 2 4ac t 2a Ray-Sphere Intersection b b 2 4ac t 2a # of real roots What it means 0 real roots R(t)’s line does not intersect sphere. 1 real root R(t)’s line is tangent to sphere. 2 real roots R(t)’s line intersects sphere twice. But what about negative values of t? Ray-Sphere Intersection b b 2 4ac t 2a # of real roots What it means 0 real roots R(t)’s line does not intersect sphere. 1 real root R(t)’s line is tangent to sphere. 2 real roots R(t)’s line intersects sphere twice. # of positive real roots What it means 0 positive real roots Ray R(t) does not intersect sphere. 1 positive real root Ray R(t) is tangent to sphere or originates inside it. 2 positive real roots Ray R(t) intersects sphere twice. The closest intersection is the smaller t value. Ray-Sphere Intersection Assume ray and sphere intersect. Let t be the smallest positive real root. The point of intersection I is given by: I R(t ) p t d The surface normal N at I is determined by: N I (sx , s y , sz ) Ray-Sphere Intersection Assume ray and sphere intersect. Let t be the smallest positive real root. The point of intersection I is given by: I R(t ) p t d The surface normal N at I is determined by: N I (sx , s y , sz ) Other Shapes A similar approach can be used to intersect rays with other shapes. For example, the equation for a torus is: x 2 y z r R 2 2 2 4R( z 2 2 2 r2) 0 We can plug in the ray equation and get a quartic in terms of t. Using the quartic formula we can determine the closest positive real value of t (if there are any). Other Shapes Exercise: How to compute ray-plane intersections? Closest Intersection In Scene When we fire a ray into the scene, we must determine which object it hits first. This is just a matter of looping over all objects in the scene and performing intersection tests: RayGetClosestIntersection(Ray r, Scene s): tmin = INFINITY objmin = NONE foreach Object obj in s: t = RayIntersectObject(r, obj) if (t < tmin) tmin = t objmin = obj I = RayEval(t) N = IntersectionNormal(obj, I) endif endfor return (objmin, tmin, I, N) Closest Intersection In Scene However, when there are many objects in the scene, this can become very slow. To address this, we can use a hierarchy of bounding volumes. Closest Intersection In Scene For this ray, only the blue items are tested for collision. Algorithm Overview 1) Fire “primary” ray from the camera. 2) Determine closest object it hits and where the intersection occurs. 3) Perform shading, including firing “secondary” rays from intersection point: a) towards each light source. b) in the reflection direction. c) in the refraction direction. Shading We’ve fired a ray and know the object it hits and the position and normal at the point of intersection. We will use this information to determine the color of the ray. Shading As we saw earlier the resulting color depends on the contribution of several type of light and is affected by the surface’s pigment and “bump map” (POV-Ray “normals). Ambient Light Diffuse Light Specular Highlight Reflected Light Pigment + Bump Map + Finish Shading ray color wt ambient Ambient( I , pigment) wt diffuse Diffuse( I , N , lightsource, pigment) lightsourc e wt specular Specular( I , N , V , lightsource) lightsourc e I Intersecti Point on wt reflection Reflection I , N ) ( N SurfaceNormal at I V Incoming Ray Direction wt refraction Refraction( I , N , ior ) Ambient Contribution ray color wtambient Ambient(I , pigment) Ambient light only depends on the surface’s pigment color at the point of intersection. Ambient ( I , pigment ) pigment ( I ) I Intersecti Point on Example: For a “ripple” effect: N SurfaceNormal at I V Incoming Ray Direction r Ix Iy 2 2 pigment( I ) sin(r )(1.0,1.0,1.0) Diffuse Contribution wtdiffuse Diffuse I , N , lightsource, pigment) ( lightsourc e Diffuse lighting is affect by all light sources that are visible from I . How can we determine if a light is visible? I Intersecti Point on N SurfaceNormal at I V Incoming Ray Direction Diffuse Contribution wtdiffuse Diffuse I , N , lightsource, pigment) ( lightsourc e Diffuse lighting is affect by all light sources that are visible from . I Fire “shadow” rays: IsLightVisible(Scene s, Vec I, Light light): ray.pos = I.pos ray.dir = Normalize(light.pos – I.pos) t = RayGetClosestIntersection(s, r).t if t < |light.pos – I.pos| return True else return False endif Diffuse Contribution wtdiffuse Diffuse I , N , lightsource, pigment) ( lightsourc e Then for each lightsource that is visible compute the diffuse contribution as L pos I D L pos I Diffuse I , N , lightsource, pigment) ( D N ) Lcolor * pigment( I ) ( I Intersecti Point on N SurfaceNormal at I V Incoming Ray Direction L pos Light Position Specular Contribution wt specular Specular( I , N ,V , lightsource) lightsourc e Specular is the result of light being reflected off a surface and spreading narrowly. I Intersecti Point on N SurfaceNormal at I V Incoming Ray Direction object D Direction From Light R Reflection of D about N Specular Contribution wt specular Specular( I , N ,V , lightsource) lightsourc e The closer look towards the reflection vector the more highlight you see. R Lots of specular! D V I Intersecti Point on N SurfaceNormal at I V Incoming Ray Direction object D Direction From Light R Reflection of D about N Specular Contribution wt specular Specular( I , N ,V , lightsource) lightsourc e The closer look towards the reflection vector the more highlight you see. R D I Intersecti Point on Almost no specular! V N SurfaceNormal at I V Incoming Ray Direction object D Direction From Light R Reflection of D about N Specular Contribution wt specular Specular( I , N ,V , lightsource) lightsourc e R D 2N (D N ) Specular ( R V ) Lcolor α controls how “tight” or wide the highlights are. I Intersecti Point on N SurfaceNormal at I R D V Incoming Ray Direction D Direction From Light V R Reflection of D about N object Reflection Contribution wtreflection Reflection I , N ) ( We can easily determine the color contribution due to mirror-like reflection. How? I Intersecti Point on N SurfaceNormal at I N R V V Incoming Ray Direction R Reflection of V about N Reflection Contribution wtreflection Reflection I , N ) ( Fire a ray in the reflection direction! ray.pos = I ray.dir = R reflectionColor = FireRay(ray, scene) Where R V 2 N (V N ) I Intersecti Point on N SurfaceNormal at I N R V V Incoming Ray Direction R Reflection of V about N Refraction Contribution wtrefraction Refraction I , N , ior) ( Same idea for refraction: N V T I Intersecti Point on N SurfaceNormal at I 1 1 2 V Incoming Ray Direction 1 2 T I I N 1 1 I N N 2 2 2 T Refraction Vector 1 Index of Refraction1 2 Index of Refraction 2 For derivation using Snell’s law see http://www.flipcode.com/archives/reflection_transmission.pdf Refraction Contribution wtrefraction Refraction I , N , ior) ( Same idea for refraction: N V T I Intersecti Point on N SurfaceNormal at I ray.pos = I V Incoming Ray Direction ray.dir = T T Refraction Vector refractionColor = FireRay(ray, scene) 1 Index of Refraction1 2 Index of Refraction 2 Review: Shading ray color wt ambient Ambient( I , pigment) wt diffuse Diffuse( I , N , lightsource, pigment) lightsourc e wt specular Specular( I , N , V , lightsource) lightsourc e I Intersecti Point on wt reflection Reflection I , N ) ( N SurfaceNormal at I V Incoming Ray Direction wt refraction Refraction( I , N , ior ) Review: Algorithm Overview 1) Fire “primary” ray from the camera. 2) Determine closest object it hits and where the intersection occurs. 3) Perform shading, including firing “secondary” rays from intersection point: a) towards each light source. b) in the reflection direction. c) in the refraction direction. Limitations of Ray Tracing 1) Speed. It’s really slow. Too slow for games. 2) Poor approximation of indirect light. • Ambient contribution does not take into account light “bleeding” from one object to another. • Diffuse and Specular only work for “direct” light, not other bright objects in the scene. Alternative Rendering Techniques Triangle rasterization for interactive graphics. Less realistic but very fast. Photon Mapping Slower than normal ray tracing, but handles indirect light and color bleeding better. Uses many of the concepts you learned today. Thanks! Slides will be posted here by the end of the week: http://www.lycheesoftware.com/splash

DOCUMENT INFO

Shared By:

Categories:

Tags:

Stats:

views: | 40 |

posted: | 10/19/2012 |

language: | |

pages: | 109 |

OTHER DOCS BY hcj

Docstoc is the premier online destination to start and grow small businesses. It hosts the best quality and widest selection of professional documents (over 20 million) and resources including expert videos, articles and productivity tools to make every small business better.

Search or Browse for any specific document or resource you need for your business. Or explore our curated resources for Starting a Business, Growing a Business or for Professional Development.

Feel free to Contact Us with any questions you might have.