Efficient Rendering of Caustics with Streamed Photon Mapping
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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. -
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 . -
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. -
Getting Started (Pdf)
GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo. -
Integrating Open Source Distributed Rendering Solutions in Public and Closed Networking Envi- Ronments
Integrating open source distributed rendering solutions in public and closed networking envi- ronments Seppälä, Heikki & Suomalainen, Niko 2010 Leppävaara Laurea University of Applied Sciences Laurea Leppävaara Integrating open source distributed rendering solutions in public and closed networking environments Heikki Seppälä Niko Suomalainen Information Technology Programme Thesis 02/2010 Laurea-ammattikorkeakoulu Tiivistelmä Laurea Leppävaara Tietojenkäsittelyn koulutusohjelma Yritysten tietoverkot Heikki Seppälä & Niko Suomalainen Avoimen lähdekoodin jaetun renderöinnin ratkaisut julkisiin ja suljettuihin ympäristöihin Vuosi 2010 Sivumäärä 64 Moderni tutkimustiede on yhä enemmän riippuvainen tietokoneista ja niiden tuottamasta laskentatehosta. Tutkimusprojektit kasvavat jatkuvasti, mikä aiheuttaa tarpeen suuremmalle tietokoneteholle ja lisää kustannuksia. Ratkaisuksi tähän ongelmaan tiedemiehet ovat kehittäneet hajautetun laskennan järjestelmiä, joiden tarkoituksena on tarjota vaihtoehto kalliille supertietokoneille. Näiden järjestelmien toiminta perustuu yhteisön lahjoittamaan tietokonetehoon. Open Rendering Environment on Laurea-ammattikorkeakoulun aloittama projekti, jonka tärkein tuotos on yhteisöllinen renderöintipalvelu Renderfarm.fi. Palvelu hyödyntää hajautettua laskentaa nopeuttamaan 3D-animaatioiden renderöintiä. Tämä tarjoaa uusia mahdollisuuksia mallintajille ja animaatioelokuvien tekijöille joilta tavallisesti kuluu paljon aikaa ja tietokoneresursseja töidensä valmiiksi saattamiseksi. Renderfarm.fi-palvelu perustuu BOINC-pohjaiseen -
Openscenegraph 3.0 Beginner's Guide
OpenSceneGraph 3.0 Beginner's Guide Create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines Rui Wang Xuelei Qian BIRMINGHAM - MUMBAI OpenSceneGraph 3.0 Beginner's Guide Copyright © 2010 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: December 2010 Production Reference: 1081210 Published by Packt Publishing Ltd. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. ISBN 978-1-849512-82-4 www.packtpub.com Cover Image by Ed Maclean ([email protected]) Credits Authors Editorial Team Leader Rui Wang Akshara Aware Xuelei Qian Project Team Leader Reviewers Lata Basantani Jean-Sébastien Guay Project Coordinator Cedric Pinson -
2014 3-4 Acta Graphica.Indd
Vidmar et al.: Performance Assessment of Three Rendering..., acta graphica 25(2014)3–4, 101–114 author viewpoint acta graphica 234 Performance Assessment of Three Rendering Engines in 3D Computer Graphics Software Authors Žan Vidmar, Aleš Hladnik, Helena Gabrijelčič Tomc* University of Ljubljana Faculty of Natural Sciences and Engineering Slovenia *E-mail: [email protected] Abstract: The aim of the research was the determination of testing conditions and visual and numerical evaluation of renderings made with three different rendering engines in Maya software, which is widely used for educational and computer art purposes. In the theoretical part the overview of light phenomena and their simulation in virtual space is presented. This is followed by a detailed presentation of the main rendering methods and the results and limitations of their applications to 3D ob- jects. At the end of the theoretical part the importance of a proper testing scene and especially the role of Cornell box are explained. In the experimental part the terms and conditions as well as hardware and software used for the research are presented. This is followed by a description of the procedures, where we focused on the rendering quality and time, which enabled the comparison of settings of different render engines and determination of conditions for further rendering of testing scenes. The experimental part continued with rendering a variety of simple virtual scenes including Cornell box and virtual object with different materials and colours. Apart from visual evaluation, which was the starting point for comparison of renderings, a procedure for numerical estimation and colour deviations of ren- derings using the selected regions of interest in the final images is presented. -
The Photon Mapping Method
7 The Photon Mapping Method “I get by with a little help from my friends.” —John Lennon, 1940–1980 HOTON mapping is a practical approach for computing global illumination within complex P environments. Much like irradiance caching methods, photon mapping caches and reuses illumination information in the scene for efficiency. Photon mapping has also been successfully applied for computing lighting within, and in the presence of, participating media. In this chapter we briefly introduce the photon mapping technique. This sets the foundation for our contributions in the next chapter, which make volumetric photon mapping practical. 7.1 Algorithm Overview Photon mapping, introduced by Jensen[1995; 1996; 1997; 1998; 2001], is a practical approach for computing global illumination. At a high level, the algorithm consists of two main steps: Algorithm 7.1:PHOTONMAPPING() 1 PHOTONTRACING(); 2 RENDERUSINGPHOTONMAP(); In the first step, a lighting simulation is performed by tracing packets of energy, or photons, from light sources and storing these photons as they scatter within the scene. This processes 119 120 Algorithm 7.2:PHOTONTRACING() 1 n 0; e Æ 2 repeat 3 (l, pdf (l)) = CHOOSELIGHT(); 4 (xp , ~!p , ©p ) = GENERATEPHOTON(l ); ©p 5 TRACEPHOTON(xp , ~!p , pdf (l) ); 6 n 1; e ÅÆ 7 until photon map full ; 1 8 Scale power of all photons by ; ne results in a set of photon maps, which can be used to efficiently query lighting information. In the second pass, the final image is rendered using Monte Carlo ray tracing. This rendering step is made more efficient by exploiting the lighting information cached in the photon map. -
The Beam Radiance Estimate for Volumetric Photon Mapping
The Beam Radiance Estimate for Volumetric Photon Mapping Wojciech Jarosz, Matthias Zwicker, and Henrik Wann Jensen University of California, San Diego Abstract We present a new method for efficiently simulating the scattering of light within participating media. Using a theoretical reformulation of volumetric photon mapping, we develop a novel photon gathering technique for participating media. Traditional volumetric photon mapping samples the in-scattered radiance at numerous points along the length of a single ray by performing costly range queries within the photon map. Our technique replaces these multiple point-queries with a single beam-query, which explicitly gathers all photons along the length of an entire ray. These photons are used to estimate the accumulated in-scattered radiance arriving from a particular direction and need to be gathered only once per ray. Our method handles both fixed and adaptive kernels, is faster than regular volumetric photon mapping, and produces images with less noise. Keywords: participating media, light transport, global illumination, rendering, photon tracing, photon map, ray marching, nearest neighbor, variable kernel method. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: raytracing; color, shading, shadowing, and texture; I.6.8 [Simulation and Modeling]: Monte Carlo; G.1.9 [Numerical Analysis]: Fredholm equations; integro-differential equations. 1. Introduction these approaches is that they suffer from noise that can only The appearance of many natural phenomena, such as human be overcome with a huge computational effort. skin, clouds, fire, water, or the atmosphere, are strongly in- One strategy to solve this issue is to make simplifying as- fluenced by the interaction of light with volumetric media. -
DVD-Ofimática 2014-07
(continuación 2) Calizo 0.2.5 - CamStudio 2.7.316 - CamStudio Codec 1.5 - CDex 1.70 - CDisplayEx 1.9.09 - cdrTools FrontEnd 1.5.2 - Classic Shell 3.6.8 - Clavier+ 10.6.7 - Clementine 1.2.1 - Cobian Backup 8.4.0.202 - Comical 0.8 - ComiX 0.2.1.24 - CoolReader 3.0.56.42 - CubicExplorer 0.95.1 - Daphne 2.03 - Data Crow 3.12.5 - DejaVu Fonts 2.34 - DeltaCopy 1.4 - DVD-Ofimática Deluge 1.3.6 - DeSmuME 0.9.10 - Dia 0.97.2.2 - Diashapes 0.2.2 - digiKam 4.1.0 - Disk Imager 1.4 - DiskCryptor 1.1.836 - Ditto 3.19.24.0 - DjVuLibre 3.5.25.4 - DocFetcher 1.1.11 - DoISO 2.0.0.6 - DOSBox 0.74 - DosZip Commander 3.21 - Double Commander 0.5.10 beta - DrawPile 2014-07 0.9.1 - DVD Flick 1.3.0.7 - DVDStyler 2.7.2 - Eagle Mode 0.85.0 - EasyTAG 2.2.3 - Ekiga 4.0.1 2013.08.20 - Electric Sheep 2.7.b35 - eLibrary 2.5.13 - emesene 2.12.9 2012.09.13 - eMule 0.50.a - Eraser 6.0.10 - eSpeak 1.48.04 - Eudora OSE 1.0 - eViacam 1.7.2 - Exodus 0.10.0.0 - Explore2fs 1.08 beta9 - Ext2Fsd 0.52 - FBReader 0.12.10 - ffDiaporama 2.1 - FileBot 4.1 - FileVerifier++ 0.6.3 DVD-Ofimática es una recopilación de programas libres para Windows - FileZilla 3.8.1 - Firefox 30.0 - FLAC 1.2.1.b - FocusWriter 1.5.1 - Folder Size 2.6 - fre:ac 1.0.21.a dirigidos a la ofimática en general (ofimática, sonido, gráficos y vídeo, - Free Download Manager 3.9.4.1472 - Free Manga Downloader 0.8.2.325 - Free1x2 0.70.2 - Internet y utilidades). -
12.Raytracing.Pdf
Základní raytracing Detaily implementace Distribuovaný raytracing Další globální zobrazovací metody Galerie Literatura Raytracing a další globální zobrazovací metody Pavel Strachota FJFI CVUTˇ v Praze 11. kvetnaˇ 2015 Základní raytracing Detaily implementace Distribuovaný raytracing Další globální zobrazovací metody Galerie Literatura Obsah 1 Základní raytracing 2 Detaily implementace 3 Distribuovaný raytracing 4 Další globální zobrazovací metody 5 Galerie Základní raytracing Detaily implementace Distribuovaný raytracing Další globální zobrazovací metody Galerie Literatura Obsah 1 Základní raytracing 2 Detaily implementace 3 Distribuovaný raytracing 4 Další globální zobrazovací metody 5 Galerie Základní raytracing Detaily implementace Distribuovaný raytracing Další globální zobrazovací metody Galerie Literatura Motivace obsah prednáškyˇ až dosud: kroky vedoucí k prímémuˇ zobrazení jednotlivých objekt˚una pr˚umetnuˇ =) vhodné pro zobrazování v reálném caseˇ definice scény, triangulace promítání - maticová transformace rešeníˇ viditelnosti - obrazový a objektový prístup,ˇ více ciˇ méneˇ univerzální algoritmy, z-buffer, prímýˇ výpocetˇ stín ˚u osvetlováníˇ a metody stínování - aplikace osvetlovacíhoˇ modelu na polygonální sít’ mapování textur (bude potrebaˇ i pro globální metody), perspektivneˇ korektní mapování prímoˇ v pr ˚umetnˇ eˇ nyní: globální zobrazovací metody, snaha o fotorealistické zobrazování =) barvu každého pixelu ovlivnujíˇ obecneˇ všechny objekty ve scéneˇ Základní raytracing Detaily implementace Distribuovaný raytracing Další -
Kerkythea 2007 Rendering System
GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo.