Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 1
Global IlluminationGlobal Illumination
Part I Part I -- PhotorealismPhotorealism
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Why Global Illumination?
Achieve more photorealistic images
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All images are from MentalRay’s website
Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 2
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Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 3
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6From “Alexander”
Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 4
7From “The Day After Tomorrow”
8From “Crysis”
Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 5
9From “Attack of The Clones”
10From “Attack of The Clones”
Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 6
11From “Assassin’s creed”
Photorealism
(As much as possible) physically accurate simulation of illumination in a scene.Main missions:
Glossy and mirror-like ReflectionTranslucency & transparencyShadowsDiffuse inter-reflectionCaustics( b) f tt i
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(sub)surface scatteringRefraction & DispersionTextures..and many more
Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 7
TranslucencyTransparency is the material property of allowing light to pass through.Translucent materials allow light to pass through them only diffusely: they cannot be seen through.
The light scatters inside the material before leaving the object.Also Called “Subsurface Scattering”
Requires a more realisticRequires a more realistic Diffuse model
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Soft ShadowsHard shadows are created as a result of discrete (aliased) illumination.In reality, shadows are softer due to light transport from other lighted materials in the scene.
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Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 8
Diffuse Inter-reflectionLight scattered from a non-specular object illuminates (bleeds unto) other objects in the scene.Diffuse models:
Lambertian (CG Course model) - uniform in all directionsOren-Nayar Model – for rough surfaces.Torrance-Sparrow, Schlick and more.
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CausticsA caustic is the envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface.
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Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 9
Texture mappingThe art (and science) of applying realistic textures to geometric imagesImportant issues:
ParameterizationBump mapping(As usual) – Antialiasing Multiresolution3D textures
(from “Beowulf”)
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Theory of LightThe physics of light treated by these models:
Ray Optics – Geometric rays traveling in y p y goptic media.Electromagnetic optics – polarization, dispersion.Wave optics – interference and diffraction.Photon optics – Interaction of light andPhoton optics – Interaction of light and matter.
In computer graphics, we mostly apply ray optics.
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Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 10
TerminologyRadiometry – the description of physical light (most of our work).Photometry – Including the description of light perception. (Tone mapping, HDR lighting).
From “Half-life 2”19
Light ScatteringWhen light encounters an obstacle, it is either absorbed or scattered.The local illumination part of lighting a scene.Common models:
BRSSDF – Light enters the material and scatters around before leaving the surface in another point.BRDF – All light is reflected at the same location at which it hits the surface.
M t d i k l th i l BRDFMost rendering works apply the simpler BRDF.
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Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 11
Light Transport (Heckbert Notation)In order to generalize the reference to the path the light goes, we use a regular expression defined thus:
L – Light source(s)E – The eye(s)S – A specular reflectionD – A diffuse reflection(n)+ - one or more events of n(n)* - zero or more events of n(n)? – zero or one n event(n | m) - either m or n event
For instance – L (S|D)+ D E means a light from a light source, with one or more specular or diffuse reflections, finally reflected as a diffuse into the eye.A full global illumination solution – L (S|D)* E
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Simple Illumination Model
Light Object Eye (L (S|D) E)Diffuse
Specular/Glossy cosn(θ)
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Specular/Glossy - cosn(θ)
Image Synthesis Global Illumination
M. Ben-Chen, A. VaxmanComputer Science Dept. Technion Page 12
Ray Tracing Illumination Model
Light Object Specular Specular … Eye (LD?S*E)
S l fl tiSpecular reflection
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Specular refraction
Radiosity Illumination Model
Light Diffuse Diffuse Diffuse … Eye (L D+ E)
C l bl diColor bleeding
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