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Rendering

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Title: Rendering


1
Rendering
  • ICS 415

2
Rendering
  • It is the process of generating an image from a
    model, by means of computer programs.
  • The model is a description of three dimensional
    objects in a strictly defined language or data
    structure.
  • It would contain geometry, viewpoint, texture,
    lighting, and shading information.

3
Features of Rendering
  • A rendered image can be understood in terms of a
    number of visible features.
  • Rendering research and development has been
    largely motivated by finding ways to simulate
    these efficiently.
  • Some of these features are listed next.

4
Features of Rendering
  • shading how the color and brightness of a
    surface varies with lighting.
  • texture-mapping a method of applying detail to
    surfaces.

5
Features of Rendering
  • bump-mapping a method of simulating small-scale
    bumpiness on surfaces.
  • fogging/participating medium how light dims
    when passing through non-clear atmosphere or air.

6
Features of Rendering
  • shadows the effect of obstructing (blocking)
    light.
  • soft shadows varying darkness caused by
    partially obscured light sources.

7
Features of Rendering
  • reflection mirror-like or highly glossy
    reflection.
  • Transparency or opacity sharp transmission of
    light through solid objects.

8
Features of Rendering
  • translucency highly scattered transmission of
    light through solid objects.
  • refraction bending of light associated with
    transparency.

9
Features of Rendering
  • diffraction bending, spreading and interference
    of light passing by an object or aperture (hole
    or crack) that disrupts the ray.

10
Features of Rendering
  • indirect illumination surfaces illuminated by
    light reflected off other surfaces, rather than.
    directly from a light source (also known as
    global illumination).

11
Features of Rendering
  • caustics (a form of indirect illumination)
    reflection of light off a shiny object, or
    focusing of light through a transparent object,
    to produce bright highlights on another object.

12
Features of Rendering
  • depth of field objects appear blurry or out of
    focus when too far in front of or behind the
    object in focus.
  • motion blur objects appear blurry due to
    high-speed motion, or the motion of the camera.

13
Features of Rendering
  • photorealistic morphing 3D renderings to appear
    more life-like.
  • non-photorealistic rendering rendering of
    scenes in an artistic style, intended to look
    like a painting or drawing.

14
Rendering Algorithms
  • Global illumination
  • Painter's algorithm
  • Radiosity
  • Ray tracing
  • Scanline algorithms like Reyes
  • Volume rendering
  • Unbiased rendering
  • Z-buffer algorithms

15
Global illumination
  • Global illumination is a general name for a group
    of algorithms used in 3D computer graphics that
    are meant to add more realistic lighting to 3D
    scenes.
  • Such algorithms take into account not only the
    light which comes directly from a light source
    (direct illumination), but also subsequent cases
    in which light rays from the same source are
    reflected by other surfaces in the scene
    (indirect illumination).

16
Global illumination
  • Theoretically reflections, refractions, and
    shadows are all examples of global illumination,
    because when simulating them, one object affects
    the rendering of another object (as opposed to an
    object being affected only by a direct light).
  • In practice, however, only the simulation of
    diffuse inter-reflection or caustics is called
    global illumination.

17
Global illumination
  • Images rendered using global illumination
    algorithms often appear more photorealistic than
    images rendered using only direct illumination
    algorithms.
  • However, such images are computationally more
    expensive and consequently much slower to
    generate.

18
Global illumination
  • Examples of algorithms used in global
    illumination
  • Radiosity
  • Ray tracing
  • Beam tracing
  • Cone tracing, path tracing
  • Metropolis light transport
  • Ambient occlusion
  • Photon mapping
  • Image based lighting
  • some of these may be used together to yield
    results that are fast, but accurate.

19
Example-Global illumination
  • Rendering without Global Illumination.
  • Consider the next Figure.
  • Note that we are looking at a fully-enclosed
    scene through a one-way-transparency scheme (see
    the chrome sphere's reflection of the otherwise
    invisible white and green walls).
  • There is a lack of definition in areas that are
    outside the beam of direct light from the ceiling
    lamp.
  • For example, the geometry of the ceiling lamp's
    housing is obscured within a solid grey area
    produced by an ambient color.
  • Without the ambient color added into the
    rendering equation, this surface would be black.

20
Example-Global illumination
21
Example-Global illumination
  • Rendering with global illumination
  • Note how light is reflected by surfaces.
  • Note how colors transfer (or "bleed") from one
    surface to another, an effect of diffuse
    inter-reflection.
  • Notice how colors from the red and green walls
    are diffusely reflected by other surfaces in the
    scene (one-way transparency is used to allow us
    to see "through" two walls from the outside while
    preserving their effect inside the scene).
  • Also notable is the caustic projected on the red
    wall as light passes through the glass sphere.

22
Example-Global illumination
23
Demo-Global illumination
  • Vedio

24
Radiosity
  • Radiosity is a global illumination method.
  • Direct Illumination is a term that covers the
    principal lighting methods used by old school
    rendering engines such as 3D Studio and POV.
  • A scene consists of two types of entity Objects
    and Lights.
  • Lights cast light onto Objects, unless there is
    another Object in the way, in which case a shadow
    is left behind.
  • Examples of Direct illumination techniques are
  • Shadow Volumes,
  • Z-Buffer methods,
  • Ray Tracing.
  • Source (http//freespace.virgin.net/hugo.elias/rad
    iosity/radiosity.htm)

25
Radiosity
  • Global illumination methods try to overcome some
    of the problems associated with Ray Tracing.
  • While a Ray Tracer tends to simulate light
    reflecting only once off each diffuse surface,
    global illumination renderers simulate very many
    reflections of light around a scene.
  • While each object in a Ray Traced scene must be
    lit by some light source for it to be visible, an
    object in a Globally Illuminated scene may be lit
    simply by it's surroundings.

26
Radiosity
  • Lighting a simple scene with Direct Lighting
  • A simple scene is modeled in 3D Studio.
  • We wanted the room to look as if it was lit by
    the sun shining in through the window.
  • So, we set up a spotlight to shine in.
  • When we rendered it, the entire room was pitch
    black, except for a couple of patches on the
    floor that the light reached.

27
Radiosity
  • Turning up the Ambient Light simply caused the
    room to appear a uniform grey, except for the
    uniformly red floor, and light patches.
  • Adding a point light source in the middle of the
    room brought out the details, but the scene
    doesn't have that bright glow that you expect
    from a sunlit room.
  • Lastly, we turned the background color to white,
    to give the appearance of a bright sky.

28
Radiosity
29
Radiosity
  • Lighting a simple scene with Global Lighting
  • We modeled the same scene radiosity renderer.
  • To provide the source of light, we rendered an
    image of the sky with Terragen(scenery
    generator), and placed it outside the window.
  • No other source of light was used.
  • With no further effort, the room looks
    realistically lit.

30
Radiosity
  • Interesting points to note
  • The entire room is lit and visible, even those
    surfaces facing away from the sun.
  • Soft shadows.
  • The subtle change in brightness across the wall
    to the left of the scene.
  • The grey walls, far from being grey, have a
    certain warmth to them. The ceiling could even be
    said to be ever so slightly pink.

31
Radiosity
32
The Workings of a Radiosity Renderer
  • The basic premise of Radiosity.
  • Any light that hits a surface is reflected back
    into the scene.
  • That's any light. Not just light that's come
    directly from light sources. Any light.
  • That's how paint in the real world thinks, and
    that's how the radiosity renderer will work.

33
The Workings of a Radiosity Renderer
  • Anything that is visible is either emitting or
    reflecting light, i.e. it is a source of light.
  • Everything you can see around you is a light
    source. And so, when we are considering how much
    light is reaching any part of a scene, we must
    take care to add up light from all possible light
    sources.
  • Basic Premises
  • There is no difference between light sources and
    objects.
  • A surface in the scene is lit by all parts of the
    scene that are visible to it.

34
The process of performing Radiosity on a scene
  • A Simple Scene
  • We begin with a simple scene a room with three
    windows.
  • There are a couple of pillars and some alcoves,
    to provide interesting shadows. It will be lit by
    the scenery outside the windows, which we will
    assume is completely dark, except for a small,
    bright sun.

35
The process of performing Radiosity on a scene
  • Now, lets choose one of the surfaces in the room,
    and consider the lighting on it.

36
The process of performing Radiosity on a scene
  • As with many difficult problems in computer
    graphics, we'll divide it up into little patches
    (of paint), and try to see the world from their
    point of view.
  • From now on we'll refer to these patches of paint
    simply as patches.

37
The process of performing Radiosity on a scene
  • Take one of those patches. And imagine you are
    that patch. What does the world look like from
    that perspective?

38
The process of performing Radiosity on a scene
  • View from a patch
  • Placing your eye very carefully on the patch, and
    looking outwards, you can see what it sees.
  • The room is very dark, because no light has
    entered yet. But we have drawn in the edges for
    your benefit.
  • By adding together all the light it sees, we can
    calculate the total amount of light from the
    scene reaching the patch. We'll refer to this as
    the total incident light from now on.
  • This patch can only see the room and the darkness
    outside. Adding up the incident light, we would
    see that no light is arriving here. This patch is
    darkly lit.

39
The process of performing Radiosity on a scene
  • View from a lower patch
  • Pick a patch a little further down the pillar.
    This patch can see the bright sun outside the
    window. This time, adding up the incident light
    will show that a lot of light is arriving here
    (although the sun appears small, it is very
    bright). This patch is brightly lit.

40
The process of performing Radiosity on a scene
  • Lighting on the Pillar
  • Having repeated this process for all the patches,
    and added up the incident light each time, we can
    look back at the pillar and see what the lighting
    is like.
  • The patches nearer the top of the pillar, which
    could not see the sun, are in shadow, and those
    that can are brightly lit. Those that could see
    the sun partly obscured by the edge of the window
    are only dimly lit.
  • And so Radiosity proceeds in much the same
    fashion. As you have seen, shadows naturally
    appear in parts of the scene that cannot see a
    source of light.

41
The process of performing Radiosity on a scene
42
The process of performing Radiosity on a scene
  • Entire Room Lit 1st Pass
  • Repeating the process for every patch in the
    room, gives us this scene. Everything is
    completely dark, except for surfaces that have
    received light from the sun.
  • So, this doesn't look like a very well lit scene.
    Ignore the fact that the lighting looks blocky
    we can fix that by using many more patches.
    What's important to notice is that the room is
    completely dark, except for those areas that can
    see the sun. At the moment it's no improvement
    over any other renderer. Well, it doesn't end
    here. Now that some parts of the room are
    brightly lit, they have become sources of light
    themselves, and could well cast light onto other
    parts of the scene.

43
The process of performing Radiosity on a scene
44
The process of performing Radiosity on a scene
  • View from the patch after 1st Pass
  • Patches that could not see the sun, and so
    received no light, can now see the light shining
    on other surfaces.
  • So in the next pass, this patch will come out
    slightly lighter than the completely black it is
    now.

45
The process of performing Radiosity on a scene
  • Entire Room Lit 2nd Pass
  • This time, when you calculate the incident light
    on each patch in the scene, many patches that
    were black before are now lit. The room is
    beginning to take on a more realistic appearance.
  • What's happened is that sun light has reflected
    once from the floor and walls, onto other
    surfaces.

46
The process of performing Radiosity on a scene
  • Entire Room Lit 3rd Pass
  • The third pass produces the effect of light
    having reflected twice in the scene. Everything
    looks pretty much the same, but is slightly
    brighter.

47
The process of performing Radiosity on a scene
  • The next pass only looks a little brighter than
    the last, and even the 16 th is not a lot
    different. There's not much point in doing any
    more passes after that.
  • The radiosity process slowly converges on a
    solution. Each pass is a little less different
    than the last, until eventually it becomes
    stable. Depending on the complexity of the scene,
    and the lightness of the surfaces, it may take a
    few, or a few thousand passes. It's really up to
    you when to stop it, and call it done.

48
The process of performing Radiosity on a scene
  • 4th 16th
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