The Design and Implementation of a Radiosity Renderer
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Chapter 10 RADIOSITY METHOD
Chapter 10 RADIOSITY METHOD The radiosity metho d is based on the numerical solution of the shading equation by the nite element metho d. It sub divides the surfaces into small elemental surface patches. Supp osing these patches are small, their intensity distribution over the surface can b e approximated by a constant value which dep ends on the surface and the direction of the emission. We can get rid of this directional dep endency if only di use surfaces are allowed, since di use surfaces generate the same intensity in all directions. This is exactly the initial assumption of the simplest radiosity mo del, so we are also going to consider this limited case rst. Let the energy leaving a unit area of surface i in a unit time in all directions b e B , and assume that the light i density is homogeneous over the surface. This light density plays a crucial role in this mo del and is also called the radiosity of surface i. The dep endence of the intensityon B can b e expressed by the following i argument: 1. Consider a di erential dA element of surface A. The total energy leaving the surface dA in unit time is B dA, while the ux in the solid angle d! is d=IdA cos d! if is the angle b etween the surface normal and the direction concerned. 2. Expressing the total energy as the integration of the energy contribu- tions over the surface in all directions and assuming di use re ection 265 266 10. -
Classic Radiosity
Classic radiosity LiU, ITN, TNCG15 Ali Khashan, [email protected] Fredrik Salomonsson, [email protected] VT 10 Abstract This report describes how a classic radiosity method can be solved using the hemicube method to calculate form factors and sorting for optimizing. First the scene is discretized by subdividing the faces uniformly into smaller faces, called patches. At each patch a hemicube is created where the scene is projected down onto the current hemicube to determine the visibility each patch has. After the scene has been projected onto the hemicube form factors are calculated using the data from the hemicube, to determine how much the light contribution from light sources and other objects in the scene. Finally when the form factors has been calculated the radiosity equation can be solved. To choose witch patch to place the hemicube onto all patches are sorted with regard to the largest unshot energy. The patch that comes on top at iteration of the radiosity equation is the one which the hemicube is placed onto. The equation is solved until a convergence of radiosity is reached, meaning when the difference between a patch’s old radiosity and the newly calculated radiosity reaches a certain threshold the radiosity algorithim stops. After the scene is done Gouraud shading is applied to achieve the bleeding of light between patches and objects. The scene is presented with a room and a few simple primitives using C++ and OpenGL with Glut. The results can be visualized by solving the radiosity equation for each of the three color channels and then applying them on the corresponding vertices in the scene. -
Radiosity Radiosity
Radiosity Radiosity Motivation: what is missing in ray-traced images? Indirect illumination effects Color bleeding Soft shadows Radiosity is a physically-based illumination algorithm capable of simulating the above phenomena in a scene made of ideal diffuse surfaces. Books: Cohen and Wallace, Radiosity and Realistic Image Synthesis, Academic Press Professional 1993. Sillion and Puech, Radiosity and Global Illumination, Morgan- Kaufmann, 1994. Indirect illumination effects Radiosity in a Nutshell Break surfaces into many small elements Light source Formulate and solve a linear system of equations that models the equilibrium of inter-reflected Eye light in a scene. Diffuse Reflection The solution gives us the amount of light leaving each point on each surface in the scene. Once solution is computed, the shaded elements can be quickly rendered from any viewpoint. Meshing (partition into elements) Radiosity Input geometry Change geometry Form-Factors Change light or colors Solution Render Change view 1 Radiometric quantities The Radiosity Equation Radiant energy [J] Assume that surfaces in the scene have been discretized into n small elements. Radiant power (flux): radiant energy per second [W] Assume that each element emits/reflects light Irradiance (flux density): incident radiant power per uniformly across its surface. unit area [W/m2] Define the radiosity B as the total hemispherical Radiosity (flux density): outgoing radiant power per flux density (W/m2) leaving a surface. unit area [W/m2] Let’’s write down an expression describing the total flux (light power) leaving element i in the Radiance (angular flux dedensity):nsity): radiant power per scene: unit projected area per unit solid angle [W/(m2 sr)] scene: total flux = emitted flux + reflected flux The Radiosity Equation The Form Factor Total flux leaving element i: Bi Ai The form factor Fji tells us how much of the flux Total flux emitted by element i: Ei Ai leaving element j actually reaches element i. -
Quantum Local Testability Arxiv:1911.03069
Quantum local testability arXiv:1911.03069 Anthony Leverrier, Inria (with Vivien Londe and Gilles Zémor) 27 nov 2019 Symmetry, Phases of Matter, and Resources in Quantum Computing A. Leverrier quantum LTC 27 nov 2019 1 / 25 We want: a local Hamiltonian such that I with degenerate ground space (quantum code) I the energy of an error scales linearly with the size of the error A. Leverrier quantum LTC 27 nov 2019 2 / 25 The current research on quantum error correction mostly concerned with the goal of building a (large) quantum computer desire for realistic constructions I LDPC codes: the generators of the stabilizer group act on a small number of qubits I spatial/geometrical locality: qubits on a 2D/3D lattice I main contenders: surface codes, or 3D variants A fairly reasonable and promising approach I good performance for topological codes: efficient decoders, high threshold I overhead still quite large for fault-tolerance (magic state distillation) but the numbers are improving regularly Is this it? A. Leverrier quantum LTC 27 nov 2019 3 / 25 Better quantum LDPC codes? from a math/coding point of view, topological codes in 2D-3D are not that good p I 2D toric code n, k = O(1), d = O( n) J K I topological codes on 2D Euclidean manifold (Bravyi, Poulin, Terhal 2010) kd2 ≤ cn I topological codes on 2D hyperbolic manifold (Delfosse 2014) kd2 ≤ c(log k)2n I things are better in 4D hyp. space: Guth-Lubotzky 2014 (also Londe-Leverrier 2018) n, k = Q(n), d = na , for a 2 [0.2, 0.3] J K what can we get by relaxing geometric locality in 3D? I we still want an LDPC construction, but allow for non local generators I a nice mathematical topic with many frustrating open questions! A. -
RADIATION HEAT TRANSFER Radiation
MODULE I RADIATION HEAT TRANSFER Radiation Definition Radiation, energy transfer across a system boundary due to a T, by the mechanism of photon emission or electromagnetic wave emission. Because the mechanism of transmission is photon emission, unlike conduction and convection, there need be no intermediate matter to enable transmission. The significance of this is that radiation will be the only mechanism for heat transfer whenever a vacuum is present. Electromagnetic Phenomena. We are well acquainted with a wide range of electromagnetic phenomena in modern life. These phenomena are sometimes thought of as wave phenomena and are, consequently, often described in terms of electromagnetic wave length, . Examples are given in terms of the wave distribution shown below: m UV X Rays 0.4-0.7 Thermal , ht Radiation Microwave g radiation Visible Li 10-5 10-4 10-3 10-2 10-1 10-0 101 102 103 104 105 Wavelength, , m One aspect of electromagnetic radiation is that the related topics are more closely associated with optics and electronics than with those normally found in mechanical engineering courses. Nevertheless, these are widely encountered topics and the student is familiar with them through every day life experiences. From a viewpoint of previously studied topics students, particularly those with a background in mechanical or chemical engineering, will find the subject of Radiation Heat Transfer a little unusual. The physics background differs fundamentally from that found in the areas of continuum mechanics. Much of the related material is found in courses more closely identified with quantum physics or electrical engineering, i.e. Fields and Waves. -
Causes of Color Radiometry for Color
Causes of color • The sensation of color is caused • Light could be produced in by the brain. different amounts at different wavelengths (compare the sun and • Some ways to get this sensation a fluorescent light bulb). include: • Light could be differentially – Pressure on the eyelids reflected (e.g. some pigments). – Dreaming, hallucinations, etc. • It could be differentially refracted - • Main way to get it is the (e.g. Newton’s prism) response of the visual system to • Wavelength dependent specular the presence/absence of light at reflection - e.g. shiny copper penny various wavelengths. (actually most metals). • Flourescence - light at invisible wavelengths is absorbed and reemitted at visible wavelengths. Computer Vision - A Modern Approach Set: Color Radiometry for color • All definitions are now “per unit wavelength” • All units are now “per unit wavelength” • All terms are now “spectral” • Radiance becomes spectral radiance – watts per square meter per steradian per unit wavelength • Radiosity --- spectral radiosity Computer Vision - A Modern Approach Set: Color 1 Black body radiators • Construct a hot body with near-zero albedo (black body) – Easiest way to do this is to build a hollow metal object with a tiny hole in it, and look at the hole. • The spectral power distribution of light leaving this object is a simple function of temperature Ê 1 ˆ Ê 1 ˆ E(l) µ 5 Á ˜ Ë l ¯ Ë exp(hc klT )-1¯ • This leads to the notion of color temperature --- the temperature of a black body that would look the same Computer Vision - A Modern Approach Set: Color Measurements of relative spectral power of sunlight, made by J. -
Locally Spherical Hypertopes from Generalized Cubes
LOCALLY SPHERICAL HYPERTOPES FROM GENERLISED CUBES ANTONIO MONTERO AND ASIA IVIĆ WEISS Abstract. We show that every non-degenerate regular polytope can be used to construct a thin, residually-connected, chamber-transitive incidence geome- try, i.e. a regular hypertope, with a tail-triangle Coxeter diagram. We discuss several interesting examples derived when this construction is applied to gen- eralised cubes. In particular, we produce an example of a rank 5 finite locally spherical proper hypertope of hyperbolic type. 1. Introduction Hypertopes are particular kind of incidence geometries that generalise the no- tions of abstract polytopes and of hypermaps. The concept was introduced in [7] with particular emphasis on regular hypertopes (that is, the ones with highest de- gree of symmetry). Although in [6, 9, 8] a number of interesting examples had been constructed, within the theory of abstract regular polytopes much more work has been done. Notably, [20] and [22] deal with the universal constructions of polytopes, while in [3, 17, 18] the constructions with prescribed combinatorial conditions are explored. In another direction, in [2, 5, 11, 16] the questions of existence of poly- topes with prescribed (interesting) groups are investigated. Much of the impetus to the development of the theory of abstract polytopes, as well as the inspiration with the choice of problems, was based on work of Branko Grünbaum [10] from 1970s. In this paper we generalise the halving operation on polyhedra (see 7B in [13]) on a certain class of regular abstract polytopes to construct regular hypertopes. More precisely, given a regular non-degenerate n-polytope P, we construct a reg- ular hypertope H(P) related to semi-regular polytopes with tail-triangle Coxeter diagram. -
Radiometry and Photometry
Radiometry and Photometry Wei-Chih Wang Department of Power Mechanical Engineering National TsingHua University W. Wang Materials Covered • Radiometry - Radiant Flux - Radiant Intensity - Irradiance - Radiance • Photometry - luminous Flux - luminous Intensity - Illuminance - luminance Conversion from radiometric and photometric W. Wang Radiometry Radiometry is the detection and measurement of light waves in the optical portion of the electromagnetic spectrum which is further divided into ultraviolet, visible, and infrared light. Example of a typical radiometer 3 W. Wang Photometry All light measurement is considered radiometry with photometry being a special subset of radiometry weighted for a typical human eye response. Example of a typical photometer 4 W. Wang Human Eyes Figure shows a schematic illustration of the human eye (Encyclopedia Britannica, 1994). The inside of the eyeball is clad by the retina, which is the light-sensitive part of the eye. The illustration also shows the fovea, a cone-rich central region of the retina which affords the high acuteness of central vision. Figure also shows the cell structure of the retina including the light-sensitive rod cells and cone cells. Also shown are the ganglion cells and nerve fibers that transmit the visual information to the brain. Rod cells are more abundant and more light sensitive than cone cells. Rods are 5 sensitive over the entire visible spectrum. W. Wang There are three types of cone cells, namely cone cells sensitive in the red, green, and blue spectral range. The approximate spectral sensitivity functions of the rods and three types or cones are shown in the figure above 6 W. Wang Eye sensitivity function The conversion between radiometric and photometric units is provided by the luminous efficiency function or eye sensitivity function, V(λ). -
An Empirical Evaluation of a Gpu Radiosity Solver
AN EMPIRICAL EVALUATION OF A GPU RADIOSITY SOLVER Guenter Wallner Institute for Art and Technology, University of Applied Arts, Oskar Kokoschka Platz 2, Vienna, Austria Keywords: Global illumination, Radiosity, GPU programming, Projections. Abstract: This paper presents an empirical evaluation of a GPU radiosity solver which was described in the authors pre- vious work. The implementation is evaluated in regard to rendering times in comparision with a classical CPU implementation. Results show that the GPU implementation outperforms the CPU algorithm in most cases, most importantly, in cases where the number of radiosity elements is high. Furthermore, the impact of the projection – which is used for determining the visibility – on the quality of the rendering is assessed. Results gained with a hemispherical projection performed in a vertex shader and with a real non-linear hemispherical projection are compared against the results of the hemicube method. Based on the results of the evaluation, possible improvements for further research are pointed out. 1 INTRODUCTION point out possible improvements for further develop- ment. The reminder of this paper is structured as follows. Radiosity has been and is still a widely used tech- Section 2 gives a short overview of the various steps nique to simulate diffuse interreflections in three- of the radiosity implementation. In Section 3 timings dimensional scenes. Radiosity methods were first de- for the individual steps are given for a set of sample veloped in the field of heat transfer and in 1984 gener- scenes. Section 4 compares rendering times with a alized for computer graphics by (Goral et al., 1984). CPU implementation and the impact of the applied Since then, many variations of the original formula- projection on the quality of the result is discussed in tion have been proposed, leading to a rich body of Section 5. -
Radiation View Factors
RADIATIVE VIEW FACTORS View factor definition ................................................................................................................................... 2 View factor algebra ................................................................................................................................... 3 View factors with two-dimensional objects .............................................................................................. 4 Very-long triangular enclosure ............................................................................................................. 5 The crossed string method .................................................................................................................... 7 View factor with an infinitesimal surface: the unit-sphere and the hemicube methods ........................... 8 With spheres .................................................................................................................................................. 9 Patch to a sphere ....................................................................................................................................... 9 Frontal ................................................................................................................................................... 9 Level...................................................................................................................................................... 9 Tilted .................................................................................................................................................... -
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Hyperseeing the Regular Hendecachoron Carlo H. Séquin Jaron Lanier EECS, UC Berkeley CET, UC Berkeley E-mail: [email protected] E-mail: [email protected] Abstract The hendecachoron is an abstract 4-dimensional polytope composed of eleven cells in the form of hemi-icosahedra. This paper tries to foster an understanding of this intriguing object of high symmetry by discussing its construction in bottom-up and top down ways and providing visualization by computer graphics models. 1. Introduction The hendecachoron (11-cell) is a regular self-dual 4-dimensional polytope [3] composed from eleven non-orientable, self-intersecting hemi-icosahedra. This intriguing object of high combinatorial symmetry was discovered in 1976 by Branko Grünbaum [3] and later rediscovered and analyzed from a group theoretic point of view by H.S.M. Coxeter [2]. Freeman Dyson, the renowned physicist, was also much intrigued by this shape and remarked in an essay: “Plato would have been delighted to know about it.” Figure 1: Symmetrical arrangement of five hemi-icosahedra, forming a partial Hendecachoron. For most people it is hopeless to try to understand this highly self-intersecting, single-sided polytope as an integral object. In the 1990s Nat Friedman introduced the term hyper-seeing for gaining a deeper understanding of an object by viewing it from many different angles. Thus to explain the convoluted geometry of the 11-cell, we start by looking at a step-wise, bottom-up construction (Fig.1) of this 4- dimensional polytope from its eleven boundary cells in the form of hemi-icosahedra. But even the structure of these single-sided, non-orientable boundary cells takes some effort to understand; so we start by looking at one of the simplest abstract polytopes of this type: the hemicube. -
Chiral Extensions of Toroids
Universidad Nacional Autónoma de México y Universidad Michoacana de San Nicolás de Hidalgo Posgrado Conjunto en Ciencias Matemáticas UMSNH-UNAM Chiral extensions of toroids TESIS que para obtener el grado de Doctor en Ciencias Matemáticas presenta José Antonio Montero Aguilar Asesor: Doctor en Ciencias Daniel Pellicer Covarrubias Morelia, Michoacán, México agosto, 2019 Contents Resumen/Abstracti Introducción iii Introduction vi 1 Highly symmetric abstract polytopes1 1.1 Basic notions................................1 1.2 Regular and chiral polytopes........................7 1.3 Toroids.................................... 18 1.4 Connection group and maniplexes..................... 27 1.5 Quotients, covers and mixing....................... 33 2 Extensions of Abstract Polytopes 37 2.1 Extensions of regular polytopes...................... 38 2.1.1 Universal Extension......................... 38 2.1.2 Extensions by permutations of facets............... 39 2.1.3 The polytope 2K .......................... 40 2.1.4 Extensions of dually bipartite polytopes............. 42 2.1.5 The polytope 2sK−1 ......................... 43 2.2 Extensions of chiral polytopes....................... 43 2.2.1 Universal extension......................... 44 2.2.2 Finite extensions.......................... 46 3 Chiral extensions of toroids 51 3.1 Two constructions of chiral extensions................... 53 3.1.1 Dually bipartite polytopes..................... 53 3.1.2 2ˆsM−1 and extensions of polytopes with regular quotients.... 58 3.2 Chiral extensions of maps on the torus.................. 65 3.3 Chiral extensions of regular toroids.................... 73 3.3.1 The intersection property..................... 84 Index 93 Bibliography 94 i Chiral extensions of toroids José Antonio Montero Aguilar Resumen Un politopo abstracto es un objeto combinatorio que generaliza estructu- ras geométricas como los politopos convexos, las teselaciones del espacio, los mapas en superficies, entre otros.