Distributed Ray Tracing
description
Transcript of Distributed Ray Tracing
Distributed Ray Tracing
Robert L. CookThomas PorterLoren Carpenter
Computer DivisionLucasfilm Ltd.
SIGGRAPH 1984
Gloss/Translucency • Perturb directions reflection/transmission, with
distribution based on angle from ideal ray
Depth of field • Perturb eye position on lens
Soft shadow • Perturb illumination rays across area light
Motion blur • Perturb eye ray samples in time
Distributed Ray Tracing Cook-Porter-Carpenter (1984)
Apply distribution-based sampling to many parts of the ray-tracing algorithmRays can also be stochastically distributed in object space to simulate
Gloss• rays are distributed reflections around
reflection direction to simulate non-smooth surfaces
Depth of field • origin of rays is distributed with respect
to lens to get out-of-focus effect
Soft shadow • rays are distributed around light direction
to simulate area light sources
Motion blur • rays are distributed in time to simulate
object movement
Distributed Ray TracingApply distribution-based sampling to many parts of the ray-tracing algorithmRays can also be stochastically distributed in object space to simulate
Distributed Ray Tracing
Gloss • rays are distributed reflections around
reflection direction to simulate non-smooth surfaces
Depth of field• origin of rays is distributed with respect
to lens to get out-of-focus effect
Soft shadow • rays are distributed around light direction
to simulate area light sources
Motion blur • rays are distributed in time to simulate
object movement
Distributed Ray TracingRays can also be stochastically distributed in object space to simulate
DRT: Gloss/Translucency
• Blurry reflections and refractions are produced by randomly perturbing the reflection and refraction rays from their "true" directions.
Distributed Ray Tracing
4 rays 64 rays
Reflection
4 rays 16 rays
Transparency
Gloss • rays are distributed reflections around
reflection direction to simulate non-smooth surfaces
Depth of field• origin of rays is distributed with respect
to lens to get out-of-focus effect
Soft shadow • rays are distributed around light direction
to simulate area light sources
Motion blur • rays are distributed in time to simulate
object movement
Distributed Ray TracingRays can also be stochastically distributed in object space to simulate
Depth of Field
• The area in front of your camera where everything looks sharp and in focus.
– objects falling within that area will be acceptably-sharp and in focus;
– objects falling outside the area will be soft and out of focus.
CG Camera Models
• Pinhole – ideal camera
• All rays go through single point
• Everything in focus -- unrealistic
More Realistic Model
• Lenses with spherical surfaces• Depth of field control
DRT: Depth of Field
• Each point in the scene appears as a circle on the image plane.
DRT: Depth of field
• The lens has a diameter of F/n .The lens is focused at a distance P so that the image plane is at a distance Vp
• Points on the plane that is a distance D from the lens will focus at
DRT: Depth of field
DRT: Depth of field
For a point I on the image plane, the rays we trace lie inside the cone whose radius at D is
Depth of Field
Gloss • rays are distributed reflections around
reflection direction to simulate non-smooth surfaces
Depth-of-view • origin of rays is distributed with respect
to lens to get out-of-focus effect
Soft shadow • rays are distributed around light direction
to simulate area light sources
Motion blur • rays are distributed in time to simulate
object movement
Distributed Ray TracingRays can also be stochastically distributed in object space to simulate
Soft Shadows
• Consider the light source to be an area, not a point
• Trace rays to random areas on the surface of the light source distribute rays according to areas of varying intensity of light source (if any)
• Use the fraction of the light intensity equal to the fraction of rays which indicate an unobscured light source
Cook (1986)
Gloss • rays are distributed reflections around
reflection direction to simulate non-smooth surfaces
Depth-of-view • origin of rays is distributed with respect
to lens to get out-of-focus effect
Soft shadow • rays are distributed around light direction
to simulate area light sources
Motion blur • rays are distributed in time to simulate
object movement
Distributed Ray TracingRays can also be stochastically distributed in object space to simulate
Motion Blur
• Two objects moving so that one always obscures the other– Can’t render and blur objects separately
• A spinning top with texture blurred but highlights sharp– Can’t post-process blur a rendered object
• The blades of a fan creating a blurred shadow– Must consider the movement of other objects time
Post-process blurring can get some effects, but consider:
Temporal Jittering Sampling
Motion Blur
Cook (1986)
Cook (1986)
Distributed Ray Tracing(Summary)