17.1 Si31_2001 SI31 Advanced Computer Graphics AGR Lecture 17 Radiosity - Conclusion...

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17.1 Si31_2001 SI31 Advanced Computer Graphics AGR Lecture 17 Radiosity - Conclusion Non-PhotoRealistic Rendering
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Transcript of 17.1 Si31_2001 SI31 Advanced Computer Graphics AGR Lecture 17 Radiosity - Conclusion...

17.1Si31_2001

SI31Advanced Computer

GraphicsAGR

SI31Advanced Computer

GraphicsAGR

Lecture 17Radiosity - Conclusion

Non-PhotoRealistic Rendering

17.2Si31_2001

Radiosity - SubstructuringRadiosity - Substructuring

Dilemma:– accuracy in radiosity demands

many, small patches– efficiency in radiosity demands a

few, large patches Substructuring provides a

solution– each patch divided into a number of

subpatches

17.3Si31_2001

Substructuring - Managing the Complexity

Substructuring - Managing the Complexity

Suppose N patches in all, M subpatches in all

What is complexity if we apply radiosity algorithm at subpatch level?

A compromise is to shoot from patchpatch to subpatchsubpatch

What is the resulting complexity?

17.4Si31_2001

Algorithm : Progressive Refinement with Substructuring

Algorithm : Progressive Refinement with Substructuring

Initial set-up stageFor each patch i

– Set initial increments Bi to Ei

– For each subpatch s in patch i» set Bs = Ei

Set initial ambient lighting (proportional to the average radiosity)

17.5Si31_2001

Algorithm : Progressive Refinement with Substructuring

Algorithm : Progressive Refinement with Substructuring

Select patch i with greatest unshot radiosity BiAi

– build hemicube, calculate form factors Fi-s for all subpatches s in all patches

– for each patch j seen by patch i do

for each subpatch s in j seen by i

Radiosity = Rj Bi Fi-s Ai / As

Bs = Bs + Radiosity

Bj = Bj + Radiosity As/Aj

– Bi = 0

17.6Si31_2001

Algorithm : Progressive Refinement with Substructuring

Algorithm : Progressive Refinement with Substructuring

Compute vertex radiosities, decrease ambient component (proportional to shot radiosity)

Perform view-dependent projection and Gouraud shading

Repeat until convergence, selecting patch with greatest unshot radiosity

Question: how would you do the division into subpatches?

17.7Si31_2001

Radiosity - SoftwareRadiosity - Software

Radiosity software is commercially available from:

– Lightwork Design of Sheffield

http://www.lightwork.com– Lightscapehttp://www.lightscape.com

Catalogue of radiosity software:

– http://www.ledalite.com/library-/rad.htm

17.8Si31_2001

Radiosity – Some LinksRadiosity – Some Links

Paul Heckbert’s radiosity page– www.cs.cmu.edu/~radiosity

ACM SIGGRAPH Hypergraph– www.education.siggraph.org/materi

als/HyperGraph/radiosity/radiosity.htm

17.9Si31_2001

Combining Radiosity and Ray Tracing

Combining Radiosity and Ray Tracing

17.10Si31_2001

Non-Photorealistic Rendering

Non-Photorealistic Rendering

17.11Si31_2001

Why Photorealistic?Why Photorealistic?

Simple graphics rendering techniques produce rather dull, ‘dead’ images

Hence the research into achieving greater and greater photorealism– textures– bump mapping– environment mapping– ray tracing– radiosity

This research continues...

17.12Si31_2001

Why Non-Photorealistic?Why Non-Photorealistic?

In real-life, photographs are not always the best imagery

Schematic diagrams more useful in many applications

Artist is often able to convey greater expressiveness than a photographer

This has given rise to the field of non-photorealistic rendering Medical illustration

From IBLS at Univ of Glasgow

17.13Si31_2001

Pen and Ink IllustrationsPen and Ink Illustrations

As an example of this approach, we shall look at computer-generated ‘pen-and-ink’ illustration

17.14Si31_2001

Pen and Ink IllustrationPen and Ink Illustration

Strokes:– Tracing out a path with nib of pen,

different pressure gives different width

– To appear natural, thickness will vary along path, lines will be wavy

Tones and textures:– combinations of strokes give both

tone and texture– ‘indication’ used to economise on

drawing each and every stroke

17.15Si31_2001

Strokes, Tones, Textures, Indication

Strokes, Tones, Textures, Indication

17.16Si31_2001

Pen and Ink IllustrationPen and Ink Illustration

Notice how non-photorealism depends heavily on outlines

– Both exterior and interior (eg in drawing leaves)

Thick outlines can be used to indicate shadow

Pictures from Intel 3D Software Technologies pages

17.17Si31_2001

Computer-generated Pen and Ink Illustration

Computer-generated Pen and Ink Illustration

Compared with traditional rendering:– tone and texture combined– 2D projection affects rendering

Pipeline includes:– modelling– texture assignment– reflection model to give tone– outlines added

17.18Si31_2001

StrokesStrokes

Generated by moving nib along path

Character added by:– waviness

function– pressure

function

17.19Si31_2001

Stroke TexturesStroke Textures

Collection of strokes to give texture and tone

Prioritised so that different tones can be achieved– first only highest priority drawn– to increase tone, lower priorities drawn

For example:– highest priority to outline– next could be horizontal lines– then vertical, and so on

17.20Si31_2001

Stroke TexturesStroke Textures

17.21Si31_2001

IndicationIndication

This can be handled semi-automatically by marking on drawing a set of ‘indicator lines’

Strokes closer to indicator lines have higher probability of being drawn

17.22Si31_2001

IndicationIndication

17.23Si31_2001

IndicationIndication

17.24Si31_2001

OutlineOutline

Boundary and interior outlines Boundary outline texture

associated with each stroke texture

Interior outlines drawn when two faces of similar tone are adjacent

Accented outlines for shadows

17.25Si31_2001

Another Example - Digital Facial Engraving

Another Example - Digital Facial Engraving

17.26Si31_2001

… and of course… and of course

17.27Si31_2001

Further ReadingFurther Reading

Papers by David Salesin, University of Washington

‘Expressive Rendering: A Review of Nonphotorealistic Techniques’, by John Lansdown and Simon Schofield, IEEE Computer Graphics and Applications, 1995.