Computer Graphics Global Illumination (2): Monte-Carlo Ray
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The Diffuse Reflecting Power of Various Substances 1
. THE DIFFUSE REFLECTING POWER OF VARIOUS SUBSTANCES 1 By W. W. Coblentz CONTENTS Page I. Introduction . 283 II. Summary of previous investigations 288 III. Apparatus and methods 291 1 The thermopile 292 2. The hemispherical mirror 292 3. The optical system 294 4. Regions of the spectrum examined 297 '. 5. Corrections to observations 298 IV. Reflecting power of lampblack 301 V. Reflecting power of platinum black 305 VI. Reflecting power of green leaves 308 VII. Reflecting power of pigments 311 VIII. Reflecting power of miscellaneous substances 313 IX. Selective reflection and emission of white paints 315 X. Summary 318 Note I. —Variation of the specular reflecting power of silver with angle 319 of incidence I. INTRODUCTION In all radiometric work involving the measurement of radiant energy in absolute value it is necessary to use an instrument that intercepts or absorbs all the incident radiations; or if that is impracticable, it is necessary to know the amount that is not absorbed. The instruments used for intercepting and absorbing radiant energy are usually constructed in the form of conical- shaped cavities which are blackened with lampblack, the expecta- tion being that, after successive reflections within the cavity, the amount of energy lost by passing out through the opening is reduced to a negligible value. 1 This title is used in order to distinguish the reflection of matte surfaces from the (regular) reflection of polished surfaces. The paper gives also data on the specular reflection of polished silver for different angles of incidence, but it seemed unnecessary to include it in the title. -
Photon Mapping Assignment
Photon Mapping Assignment 15-864 Advanced Computer Graphics, Carnegie Mellon University Instructor: Doug L. James TA: Christopher Twigg Introduction sampling to emit photons of equal intensity from the diffuse area light source. Use the ray tracer’s functionality to propagate photons In this assignment you will implement (portions of) a photon map- (reflect, transmit and absorb) throughout the scene. To maintain ping renderer. For simplicity, we will only consider scenes with a photons of similar intensity, use Russian roulette [Arvo and Kirk single area light source, and assume surfaces are diffuse, or purely 1990] to determine if photons are absorbed (diffuse), transmitted specular (e.g., mirror or glass). To generate images for testing and (transparent), or reflected at surfaces. Use Schlick’s approximation grading, a test scene will be provided for you on the class website; to Fresnel’s specular reflection coefficient to determine the prob- this will be a very simple consisting of the Cornell box, an area ability of transmission and reflection at specular interfaces, e.g., light source, and specular spheres. Although a brief explanation of glass. Store the photons in the photon map using Jensen’s kd-tree what needs to be done is given below, further implementation de- data structure implementation (provided on the web page). Once tails can be found in [Jensen 2001; Jensen 1996], as well as other these photons are stored, the data structure can compute the filtered ray tracing [Shirley 2000], Monte Carlo [Jensen 2003], and global irradiance estimates you need later. illumination texts [Dutre´ et al. 2003]. Build the Caustic Photon Map (20 points): The high- Getting Started: Familiarize yourself with resolution caustic photon map represents the LS+D paths, and it the ray tracer is therefore only necessary to emit photons toward specular objects when computing the caustic photon map. -
Some Diffuse Reflection Problems in Radiation Aerodynamics Stephen Nathaniel Falken Iowa State University
Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 1964 Some diffuse reflection problems in radiation aerodynamics Stephen Nathaniel Falken Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Aerospace Engineering Commons Recommended Citation Falken, Stephen Nathaniel, "Some diffuse reflection problems in radiation aerodynamics " (1964). Retrospective Theses and Dissertations. 3848. https://lib.dr.iastate.edu/rtd/3848 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. This dissertation has been 65-4604 microfilmed exactly as received FALiKEN, Stephen Nathaniel, 1937- SOME DIFFUSE REFLECTION PROBLEMS IN RADIATION AERODYNAMICS. Iowa State University of Science and Technology Ph.D., 1964 Engineering, aeronautical University Microfilms, Inc., Ann Arbor, Michigan SOME DIFFUSE REFLECTIOU PROBLEMS IN RADIATION AERODYNAMICS "by Stephen Nathaniel Falken A Dissertation Submitted to the Graduate Faculty in Partial Fulfillment of The Requirements for the Degree of DOCTOR OF HîILOSOEHï Major Subjects: Aerospace Engineering Mathematics Approved: Signature was redacted for privacy. Cmrg^Vf Major Work Signature was redacted for privacy. Heads of Mgjor Departments Signature was redacted for privacy. De of Gradu^ e College Iowa State University Of Science and Technology Ames, loTfa 196k ii TABLE OF CONTENTS page DEDICATION iii I. LIST OF SYMBOLS 1 II. INTRODUCTION. 5 HI. GENERAL AERODYNAMIC FORCE ANALYSIS 11 IV. THE THEORY OF RADIATION AERODYNAMICS Ik A. -
CUDA-SCOTTY Fast Interactive CUDA Path Tracer Using Wide Trees and Dynamic Ray Scheduling
15-618: Parallel Computer Architecture and Programming CUDA-SCOTTY Fast Interactive CUDA Path Tracer using Wide Trees and Dynamic Ray Scheduling “Golden Dragon” TEAM MEMBERS Sai Praveen Bangaru (Andrew ID: saipravb) Sam K Thomas (Andrew ID: skthomas) Introduction Path tracing has long been the select method used by the graphics community to render photo-realistic images. It has found wide uses across several industries, and plays a major role in animation and filmmaking, with most special effects rendered using some form of Monte Carlo light transport. It comes as no surprise, then, that optimizing path tracing algorithms is a widely studied field, so much so, that it has it’s own top-tier conference (HPG; High Performance Graphics). There are generally a whole spectrum of methods to increase the efficiency of path tracing. Some methods aim to create better sampling methods (Metropolis Light Transport), while others try to reduce noise in the final image by filtering the output (4D Sheared transform). In the spirit of the parallel programming course 15-618, however, we focus on a third category: system-level optimizations and leveraging hardware and algorithms that better utilize the hardware (Wide Trees, Packet tracing, Dynamic Ray Scheduling). Most of these methods, understandably, focus on the ray-scene intersection part of the path tracing pipeline, since that is the main bottleneck. In the following project, we describe the implementation of a hybrid non-packet method which uses Wide Trees and Dynamic Ray Scheduling to provide an 80x improvement over a 8-threaded CPU implementation. Summary Over the course of roughly 3 weeks, we studied two non-packet BVH traversal optimizations: Wide Trees, which involve non-binary BVHs for shallower BVHs and better Warp/SIMD Utilization and Dynamic Ray Scheduling which involved changing our perspective to process rays on a per-node basis rather than processing nodes on a per-ray basis. -
Practical Path Guiding for Efficient Light-Transport Simulation
Eurographics Symposium on Rendering 2017 Volume 36 (2017), Number 4 P. Sander and M. Zwicker (Guest Editors) Practical Path Guiding for Efficient Light-Transport Simulation Thomas Müller1;2 Markus Gross1;2 Jan Novák2 1ETH Zürich 2Disney Research Vorba et al. MSE: 0.017 Reference Ours (equal time) MSE: 0.018 Training: 5.1 min Training: 0.73 min Rendering: 4.2 min, 8932 spp Rendering: 4.2 min, 11568 spp Figure 1: Our method allows efficient guiding of path-tracing algorithms as demonstrated in the TORUS scene. We compare equal-time (4.2 min) renderings of our method (right) to the current state-of-the-art [VKv∗14, VK16] (left). Our algorithm automatically estimates how much training time is optimal, displays a rendering preview during training, and requires no parameter tuning. Despite being fully unidirectional, our method achieves similar MSE values compared to Vorba et al.’s method, which trains bidirectionally. Abstract We present a robust, unbiased technique for intelligent light-path construction in path-tracing algorithms. Inspired by existing path-guiding algorithms, our method learns an approximate representation of the scene’s spatio-directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio-directional hybrid data structure, referred to as SD-tree, for storing and sampling incident radiance. The SD-tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. -
Ap Physics 2 Summary Chapter 21 – Reflection and Refraction
AP PHYSICS 2 SUMMARY CHAPTER 21 – REFLECTION AND REFRACTION . Light sources and light rays Light Bulbs, candles, and the Sun are examples of extended sources that emit light. Light from such sources illuminates other objects, which reflect the light. We see an object because incident light reflects off of it and reaches our eyes. We represent the travel of light rays (drawn as lines and arrows). Each point of a shining object or a reflecting object send rays in all directions. Law of reflection When a ray strikes a smooth surface such as a mirror, the angle between the incident ray and the normal line perpendicular to the surface equals the angle between the reflected ray and the normal line (the angle of incidence equals the angle of reflection). This phenomenon is called specular reflection. Diffuse reflection If light is incident on an irregular surface, the incident light is reflected in many different directions. This phenomenon is called diffuse reflection. Refraction If the direction of travel of light changes as it moves from one medium to another, the light is said to refract (bend) as it moves between the media. Snell’s law Light going from a lower to a higher index of refraction will bend toward the normal, but going from a higher to a lower index of refraction it will bend away from the normal. Total internal reflection If light tries to move from a more optically dense medium 1 of refractive index n1 into a less optically dense medium 2 of refractive index n2 (n1>n2), the refracted light in medium 2 bends away from the normal line. -
Method for Measuring Solar Reflectance of Retroreflective Materials Using Emitting-Receiving Optical Fiber
Method for Measuring Solar Reflectance of Retroreflective Materials Using Emitting-Receiving Optical Fiber HiroyukiIyota*, HidekiSakai, Kazuo Emura, orio Igawa, Hideya Shimada and obuya ishimura, Osaka City University Osaka, Japan *Corresponding author email: [email protected] ABSTRACT The heat generated by reflected sunlight from buildings to surrounding structures or pedestrians can be reduced by using retroreflective materials as building exteriors. However, it is very difficult to evaluate the solar reflective performance of retroreflective materials because retroreflective lightcannotbe determined directly using the integrating sphere measurement. To solve this difficulty, we proposed a simple method for retroreflectance measurementthatcan be used practically. A prototype of a specialapparatus was manufactured; this apparatus contains an emitting-receiving optical fiber and spectrometers for both the visible and the infrared bands. The retroreflectances of several types of retroreflective materials are measured using this apparatus. The measured values correlate well with the retroreflectances obtained by an accurate (but tedious) measurement. The characteristics of several types of retroreflective sheets are investigated. Introduction Among the various reflective characteristics, retroreflective materials as shown in Fig.1(c) have been widely used in road signs or work clothes to improve nighttime visibility. Retroreflection was given by some mechanisms:prisms, glass beads, and so on. The reflective performance has been evaluated from the viewpointof these usages only. On the other hand, we have shown thatretroreflective materials reduce the heatgenerated by reflected sunlight(Sakai, in submission). The use of such materials on building exteriors may help reduce the urban heatisland effect. However, itis difficultto evaluate the solar reflective performance of retroreflective materials because retroreflectance cannot be determined using Figure 1. -
POV-Ray Reference
POV-Ray Reference POV-Team for POV-Ray Version 3.6.1 ii Contents 1 Introduction 1 1.1 Notation and Basic Assumptions . 1 1.2 Command-line Options . 2 1.2.1 Animation Options . 3 1.2.2 General Output Options . 6 1.2.3 Display Output Options . 8 1.2.4 File Output Options . 11 1.2.5 Scene Parsing Options . 14 1.2.6 Shell-out to Operating System . 16 1.2.7 Text Output . 20 1.2.8 Tracing Options . 23 2 Scene Description Language 29 2.1 Language Basics . 29 2.1.1 Identifiers and Keywords . 30 2.1.2 Comments . 34 2.1.3 Float Expressions . 35 2.1.4 Vector Expressions . 43 2.1.5 Specifying Colors . 48 2.1.6 User-Defined Functions . 53 2.1.7 Strings . 58 2.1.8 Array Identifiers . 60 2.1.9 Spline Identifiers . 62 2.2 Language Directives . 64 2.2.1 Include Files and the #include Directive . 64 2.2.2 The #declare and #local Directives . 65 2.2.3 File I/O Directives . 68 2.2.4 The #default Directive . 70 2.2.5 The #version Directive . 71 2.2.6 Conditional Directives . 72 2.2.7 User Message Directives . 75 2.2.8 User Defined Macros . 76 3 Scene Settings 81 3.1 Camera . 81 3.1.1 Placing the Camera . 82 3.1.2 Types of Projection . 86 3.1.3 Focal Blur . 88 3.1.4 Camera Ray Perturbation . 89 3.1.5 Camera Identifiers . 89 3.2 Atmospheric Effects . -
Reflection Measurements in IR Spectroscopy Author: Richard Spragg Perkinelmer, Inc
TECHNICAL NOTE Reflection Measurements in IR Spectroscopy Author: Richard Spragg PerkinElmer, Inc. Seer Green, UK Reflection spectra Most materials absorb infrared radiation very strongly. As a result samples have to be prepared as thin films or diluted in non- absorbing matrices in order to measure their spectra in transmission. There is no such limitation on measuring spectra by reflection, so that this is a more versatile way to obtain spectroscopic information. However reflection spectra often look quite different from transmission spectra of the same material. Here we look at the nature of reflection spectra and see when they are likely to provide useful information. This discussion considers only methods for obtaining so-called external reflection spectra not ATR techniques. The nature of reflection spectra The absorption spectrum can be calculated from the measured reflection spectrum by a mathematical operation called the Kramers-Kronig transformation. This is provided in most data manipulation packages used with FTIR spectrometers. Below is a comparison between the absorption spectrum of polymethylmethacrylate obtained by Kramers-Kronig transformation of the reflection spectrum and the transmission spectrum of a thin film. Figure 1. Reflection and transmission at a plane surface Reflection takes place at surfaces. When radiation strikes a surface it may be reflected, transmitted or absorbed. The relative amounts of reflection and transmission are determined by the refractive indices of the two media and the angle of incidence. In the common case of radiation in air striking the surface of a non-absorbing medium with refractive index n at normal incidence the reflection is given by (n-1)2/(n+1)2. -
Megakernels Considered Harmful: Wavefront Path Tracing on Gpus
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs Samuli Laine Tero Karras Timo Aila NVIDIA∗ Abstract order to handle irregular control flow, some threads are masked out when executing a branch they should not participate in. This in- When programming for GPUs, simply porting a large CPU program curs a performance loss, as masked-out threads are not performing into an equally large GPU kernel is generally not a good approach. useful work. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance penalties, as does high register us- The second factor is the high-bandwidth, high-latency memory sys- age that lessens the latency-hiding capability that is essential for the tem. The impressive memory bandwidth in modern GPUs comes at high-latency, high-bandwidth memory system of a GPU. In this pa- the expense of a relatively long delay between making a memory per, we implement a path tracer on a GPU using a wavefront formu- request and getting the result. To hide this latency, GPUs are de- lation, avoiding these pitfalls that can be especially prominent when signed to accommodate many more threads than can be executed in using materials that are expensive to evaluate. We compare our per- any given clock cycle, so that whenever a group of threads is wait- formance against the traditional megakernel approach, and demon- ing for a memory request to be served, other threads may be exe- strate that the wavefront formulation is much better suited for real- cuted. The effectiveness of this mechanism, i.e., the latency-hiding world use cases where multiple complex materials are present in capability, is determined by the threads’ resource usage, the most the scene. -
Real-Time Global Illumination with Photon Mapping Niklas Smal and Maksim Aizenshtein UL Benchmarks
CHAPTER 24 Real-Time Global Illumination with Photon Mapping Niklas Smal and Maksim Aizenshtein UL Benchmarks ABSTRACT Indirect lighting, also known as global illumination, is a crucial effect in photorealistic images. While there are a number of effective global illumination techniques based on precomputation that work well with static scenes, including global illumination for scenes with dynamic lighting and dynamic geometry remains a challenging problem. In this chapter, we describe a real-time global illumination algorithm based on photon mapping that evaluates several bounces of indirect lighting without any precomputed data in scenes with both dynamic lighting and fully dynamic geometry. We explain both the pre- and post-processing steps required to achieve dynamic high-quality illumination within the limits of a real- time frame budget. 24.1 INTRODUCTION As the scope of what is possible with real-time graphics has grown with the advancing capabilities of graphics hardware, scenes have become increasingly complex and dynamic. However, most of the current real-time global illumination algorithms (e.g., light maps and light probes) do not work well with moving lights and geometry due to these methods’ dependence on precomputed data. In this chapter, we describe an approach based on an implementation of photon mapping [7], a Monte Carlo method that approximates lighting by first tracing paths of light-carrying photons in the scene to create a data structure that represents the indirect illumination and then using that structure to estimate indirect light at points being shaded. See Figure 24-1. Photon mapping has a number of useful properties, including that it is compatible with precomputed global illumination, provides a result with similar quality to current static techniques, can easily trade off quality and computation time, and requires no significant artist work. -
Efficient Rendering of Caustics with Streamed Photon Mapping
BULLETIN OF THE POLISH ACADEMY OF SCIENCES TECHNICAL SCIENCES, Vol. 65, No. 3, 2017 DOI: 10.1515/bpasts-2017-0040 Efficient rendering of caustics with streamed photon mapping K. GUZEK and P. NAPIERALSKI* Institute of Information Technology, Lodz University of Technology, 215 Wolczanska St., 90-924 Lodz, Poland Abstract. In this paper, we present the streamed photon mapping method for enhancing the rendering of caustics. In order to achieve a realistic caustic effect, global illumination methods require additional data, which are gathered by creating a caustic map or increasing the number of samples used for rendering. Our method employs a stream of photons with a varying luminance level depending on the material properties of the surface. The application of a concentrated photon stream provides the ability to render caustics effectively without increasing the number of photons in a photon map. Such an approach increases visibility of results, while also allowing for faster computations. Key words: rendering, global illumination, photon mapping, caustics. 1. Introduction 2. Rendering caustics The interaction of light with matter in the real world results The first attempt to simulate a natural caustic effect was the in a variety of optical phenomena. Understanding how those path tracing method, introduced by James Kajiya in 1986 [4]. phenomena occur and where to implement them is crucial for However, the method proved to be highly inefficient. The creating realistic image renders. When observing the reflection caustics were poorly rendered, as the light source was obscure. or refraction of light through curved surfaces, one may notice A significant improvement was introduced both and inde- some characteristic patches of light, referred to as caustics.