Emerging realtime photorealism: path tracing and friends COSC342 Lecture 24 21 May 2015 Before we talk about path tracing: point clouds É Sampling the real world: É É É Depth sensing cameras, e.g. Microsoft Kinect (2) Laser scanners used in geospatial work Don’t get polygons: get points in space É É É COSC342 But polygons can be fitted to point clouds . . . . . . usable in games and real-time graphics? Perhaps? https://www.youtube.com/watch?v=Irf-HJ4fBls Emerging realtime photorealism: path tracing and friends 2 Converging ends of a spectrum? É We have frequently contrasted: 1. Real-time, scan-line graphics É Z-buffers, Gouraud and Phong shading, . . . 2. Raytracing É É “Photorealistic”, refraction, reflection, subsurface scattering, global illumination, depth of field (DoF) and other lens effects, etc. Modern hardware challenges this split! COSC342 Emerging realtime photorealism: path tracing and friends 3 GPGPUs return to graphics É We’ve seen GPUs do scan line graphics É É OpenCL/CUDA has GPGPUs do maths É É (General Purpose computing on GPUs) But raytracing involves lots of maths . . . É É (That’s what they were explicitly built for.) . . . can GPGPUs can help raytracing? How long does raytracing take? COSC342 Emerging realtime photorealism: path tracing and friends 4 Level of Detail (LoD) in scan-line graphics É Scene ‘difficulty’ in scan-line graphics with hardware acceleration depends on: É É É É Number of polygons and their size Textures and fragment processing Lighting calculation complexity Frame will be ready after some time É COSC342 Determines frame-rate alongside the display’s refresh frequency Emerging realtime photorealism: path tracing and friends 5 Level of Detail in raytracing? É Raytracing difficulty depends on view É É Mirror reflections of mirror reflections . . . But for a complex scene, we want to be able to ‘bail out’ in an elegant manner É COSC342 But want some idea of scene appearance . . . Emerging realtime photorealism: path tracing and friends 6 Runtime Path Tracing: Brigade É Watch carefully the video at https://www.youtube.com/watch?v=pXZ33YoKu9w É Think about what you see within it: É É COSC342 both in terms of good effects . . . . . . and also problematic artefacts Emerging realtime photorealism: path tracing and friends 7 What did you notice? É Good: É É É É Mirror reflections / glossy surfaces Indirect illumination Depth of field Bad: É É É COSC342 Speckled noise in the display Frame rate Still polygons (. . . is that actually bad?) Emerging realtime photorealism: path tracing and friends 8 “May I have some path tracing?” É The Brigade system is proprietary code É É É Valuable commercially while new technology (and that’s for runtime Path Tracing) Look no further than Blender: É É COSC342 The ‘Cycles’ engine does Path Tracing . . . planned to replace the internal ray-tracer Emerging realtime photorealism: path tracing and friends 9 OK, so what is Path Tracing? É Simplified: for a ‘sample’ of the scene: 1. 2. 3. 4. Set up primary ray as usual. Form new ray from random vector in hemisphere of hit-point normal. Recurse on that new ray (with depth+1). Add object emittance to recursion result, scaled by surface BRDF and reflectance. É Repeat the above steps ‘many times’. É Take the average colour of all samples. COSC342 Emerging realtime photorealism: path tracing and friends 10 Bidirectional Reflectance Distribution Function (BRDF) É BRDF explains how light behaves at the surface of an opaque object. É It is a function of light angle and view angle. É Thus a generalisation of both diffuse and specular lighting. É It is a four dimensional function (why four?). COSC342 Emerging realtime photorealism: path tracing and friends 11 BRDF vs. lighting we discussed É Lambertian? É É n just ignore ωr Phong? É É more than cosn : get angular effects ωi ωr Figure derived from Wikimedia Commons CC-SA media http://en.wikipedia.org/wiki/File:BRDF_Diagram.svg COSC342 Emerging realtime photorealism: path tracing and friends 12 Our path tracing was “simplified” É Showed algorithm for ‘gathering rays’ É Can also use ‘shooting rays’ instead É É Go from light source into the scene Better: ‘bidirectional path tracing’ É COSC342 Both gathering and shooting; connect paths Emerging realtime photorealism: path tracing and friends 13 We said “repeat many times” É OK, so approximately how many times? É For gathering rays we want thousands of samples per surface point. É For shooting rays we want orders of magnitude more than that. COSC342 Emerging realtime photorealism: path tracing and friends 14 Samples: “use average colour” É Raytracers average supersampled colours É É É But scenes look OK without supersampling— lighting models fairly completely explained (maybe poorly) the illumination at the hit-point. Path Tracing process is more of a statistical process. É É COSC342 This is the cause of the speckle noise. ‘Eventually’ the image will converge. Emerging realtime photorealism: path tracing and friends 15 Beyond BRDF Specular Reflection Diffuse Reflections É Want refraction? É Need BTDF: the Bidirectional Transmittance Distribution Function Incident Light Beam Reflected Scatter Distribution BRDF Transmitted Scatter Distribution BTDF Specular Transmission Derived from public domain Wikipedia image COSC342 Emerging realtime photorealism: path tracing and friends 16 Limitations É Sub-surface scattering: É É Pathological caustics: É É Need the Bidirectional surface scattering reflectance distribution function (BSSRDF) Can use Metropolis Light Transport Colour effects: basic Path Tracing still won’t simulate a prism correctly COSC342 Emerging realtime photorealism: path tracing and friends 17
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