#7:Photorealism TheHighEnd ElementsoftheFinalImage • • • • • • Geometry Lights Materiality Viewpoints&focalpoints Cameras&op5cs Rendering:color&light SyntheAcCameraIssues “thefamiliar” SyntheAcCamera “beyondourscope” Rendering:Color&Light “it’saboutlight&surface” Review:ClassicalRendering “Top-down”(Phong,etal.) • Assumesperfectlydiffusesurfaces • Worksfromgeometrydatatoscreen • Asidefromshadows,ignoresothergeometry • DoesnotrenderindirectilluminaAon,color bleed,ambientocclusion,causAcs,ormost speculareffects(refracAonandreflecAon). • SoluAonisview-dependent Wait!Whatdowemeanby… • • • • • • IndirectilluminaAon Colorbleed Speculareffects:ReflecAon&RefracAon CausAcs Ambientocclusion View-independence Indirectillumina5on Lightsourceinvisible.Lightdistributedby diffusereflecAonoffsurfaces. KimbellArtMuseum,LouisKahn,1972 ColorBleed Whatcoloristhis wall? Whatcoloristhis wall? ColorBleed DiffusereflecAonofcolorfrom adjacentsurfaces. Theresultofdiffuseinter-reflecAon. SpecularEffects ReflecAon Specular(mirror-like)reflecAonof geometryinasurface. SpecularEffects RefracAon Lightbentduringtransmission throughtransparentobjects. Thelightpa]ern onthetableisa caus.c. Caus5cs Refractedlight DiffusereflecAonoflightAFTER specularrefracAon. Earlyraytracing photograph DiffuseSurface Theshadow doesn’tshow causAcfrom glass. AmbientOcclusion Closelyspacedsurfaces block(occlude)ambient lightentry,makingdark seamsandjoints. AmbientOcclusion WithAmbientOcclusion Chaos-groupgraphic WithoutAmbientOcclusion Whatis“View-dependence” • LightdistribuAonintherealworlddoesnot dependonthecameraposiAon(noflash!). • Arenderingalwayshasgeometrical dependenciesonviewpoint/etc. • GiventhecostofcompuAnglightdistribuAon, itwouldbeniceifasinglelighAngsoluAon couldbesharedbyaseriesofrenderings,asin ananimaAon. Now:ImprovingClassicalRendering • AnA-aliasbysuper-sampling@3:1or4:1 • AnA-aliastexturestoo • Useextra“fill”lights(noshadows) Let’stryadifferentapproach Lightreflectsin“infinite”ways,butthere areafinitenumberofscreenpixelsand modelsurfaces. RealLight: FirstApproximaAon:RayTracing “individualrays” AlmostRealLight Chaos-groupgraphic Ray-SurfaceInterac5ons Lighttravelsinstraightlines Toreachtheeye,itcamefromthepixel Toreachthepixelitcame“from”themodel Eachbounceisspecular Workbackwards Eachpixelis separate • AddupthecontribuAons ofeachbounce. • • • • • RayTracing“scorecard” • ReflecAon✔ • RefracAon✔ • IndirectIlluminaAon✖ • ColorBleed ✖ • CausAcs✖ • AmbientOcclusion✖ - View-dependentsoluAon GePngaGoodRay-tracing • AnA-aliasbysuper-sampling@3:1or4:1 • AnA-aliastexturestoo • Set“maximum-bounces”higher (note,bounces=0/1->“hiddensurfaces”) TheFEM“energyexchange”model Correctindiffuseenvironments DevelopedatCornellUniversity Radiosityenergyexchange DevelopedatCornellUniversity Radiosity:energyexchange Dividesurfaces Compute‘anglefactors’ DistributedirectilluminaAon Computerbounce redistribuAon. • Subdividehigh-contrast edges. • SmoothresulAngimage • • • • Radiosity“scorecard” • ReflecAon✖ • RefracAon≈ • IndirectIlluminaAon✔ • ColorBleed✔ • CausAcs✖ • AmbientOcclusion✖ + SoluAonisview-independent GePngGoodRadiosityResult • AnA-aliasbysuper-sampling@3:1or4:1 • AnA-aliastexturestoo • Set“%energydistribuAon”tohighnumber (e.g.99%) • CombinewithRay-TracingforreflecAon& refracAoneffects GePngBothSpecularandDiffuse EffectsinOneRendering? Path-Tracing:Enhancedray-tracing Worktheproblemfrombothends: 1.Tracelightfromsourcestosurfaces 2.Tracelightfromeyeintoscene. - AND- 3.ComputediffusereflecAonsbyusingstaAsAcal (“sampling”)approach Chaos-groupgraphic PathTracing:TwoPasses 1.TraceForwardfromtheLights • Send“photons”intothescene(distribute accurately) • Wheneveraphotonstrikesasurface,record where&inwhatdirecAonina“photonmap” • UsesurfacequaliAes(BRDF)tocompute probablebouncedirecAon. • Bounce • Repeat 2.TraceBackwardsfromtheEye • • • • “Backtrace”rayintoscene Atsurfaces,searcharoundinphotonmap. Computeeffectofphotons. Ifsurfaceisspecular,followclassicalbounce Review… ImprovingPathTracing • • • • • • AnA-aliasbysuper-sampling@3:1or4:1 AnA-aliastexturestoo Increasenumberofphotonsinphase1 Increasenumberofbouncesinphase2 Decreasesearchradiustosharpenimage Increaseimagesamplestoimprovedetail …umm..BRDF? Realsurfacesbouncelightincomplex waysthatdependonthewavelength ofthelight,theangleofincidence, etc.ThefuncAonthatdescribeshow muchlightgoeswhereiscalled… “BRDF” BidirecAonalReflectanceDistribuAonFuncAon (wherereflectedlightreallygoes) Thespecular-ishbounce Thediffuse-ishbounce #7:Photorealism NotTheEnd
© Copyright 2026 Paperzz