Global Illumination
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Transcript Global Illumination
CMSC 635
Global Illumination
Global Illumination
Local Illumination
light – surface – eye
Throw everything else into ambient
Global Illumination
light – surface – surface … – eye
Multiple bounces
Global Illumination
ambient
no
ambient
global illumination
“Backward” algorithms
Follow light transport: eye to light
Traditional ray tracing
Follow primary reflection
Path tracing
Follow other rays
Monte-carlo integration
“Forward” algorithms
Follow light transport: light to eye
Lights are emitters
Everything else both emitter & receiver
Integrate bounce to bounce
All surfaces for each bounce (radiosity)
All bounces for one photon (photon map)
Radiosity
Based on radiant heat transport
Diffuse surfaces only
Try to find steady state solution
Sample Locations
Usually need more samples than
provided by geometric patches
Uniform subdivision
Adaptive regular subdivision
Adaptive irregular subdivision
Discontinuity Meshing
Lischinski,
Tampieri and
Greenburg,
“Combining
Hierarchical
Radiosity and
Discontinuity
Meshing”,
SIGGRAPH 93
Discontinuity Meshing
Lischinski,
Tampieri and
Greenburg,
“Combining
Hierarchical
Radiosity and
Discontinuity
Meshing”,
SIGGRAPH 93
Interactive Rendering
Diffuse surfaces only
viewpoint independent
Pre-compute and store radiosity
As patch/vertex colors
As texture
Separate solution for each light
Linear combination to change lights
Two pass
Radiosity for diffuse
Ray tracing for reflection
Doesn’t handle radiosity of specularly
reflected light
Radiometric Units
Term
Radiant Energy
Symbol
Q
Units
J
Radiant Flux (Power) = dQ/dt
W = J/s
Irradiance (entering)
Radiosity (exiting)
Radiant Intensity
E = d/dA
B = d/dA
I = d/d
W/m2
W/m2
W/sr
Radiance
L = d2/(d dA) W/(sr m2)
Photometric Units
Term
Luminous Energy
Symbol
Q
Units
talbot
Luminous Flux
= dQ/dt
lm = talbot/s
Illuminance (entering) E = d/dA
Luminous exitance
m = d/dA
Luminous Intensity
I = d/d
Luminance
lx = lm/m2
lm/m2
cd = lm/sr
L = d2/(d dA) lm/(sr m2)