So welcome for our computer graphics lecture.
We are right now speaking about integration techniques
for the rendering equation.
And we are still looking at the more simplified case
that we have the following set up.
We are looking with our camera or with our virtual eye
at a particular point in the scene.
And now we want to compute how much light at this point
is received from other objects and reflected towards the eye.
And we described that using an integral that I showed you.
And there's one particular case that is quite interesting.
And that's the relation with distribution ray tracing.
So the idea of distribution ray tracing, in that case,
if we assume that there's a pretty glossy surface,
we cast a number of rays that are slightly
scattered around the main reflection direction
and just average the incident light.
And in fact, we built the bridge to bring this together
with our rendering equations so that we have here
a simple formula that describes if this surface here is
a fong surface, a surface with fong material properties,
how do we have to distribute these rays so that
for distribution ray tracing, we get the precise result.
So this can all be derived.
It's a wonderful formalism.
And with some knowledge in computing with probabilities
and so on, that comes all together.
So now just to give you an idea what
are interesting topics that people are looking into now.
So let's look at the following case.
It's essentially the same case that we had before.
We have this point we are interested in.
We have a light source.
And I showed you that we have two different possibilities
to compute the illumination in that case now.
The first one is that we integrate over the hemisphere
to get the illumination at that point.
We can integrate over the hemisphere,
gather the incident light, and then compute the reflection.
And if we only have that light source,
that means essentially we cast rays over the hemisphere.
And we count how many of these hit the light source.
And this tells us how bright the illumination down here is.
And we have to wait with a BRDF.
But we have an integral here over the hemisphere.
Now I also showed you that we can change this integration
and that we can instead integrate over the area light
source.
This means our integral over the hemisphere
now becomes an integral over this light source.
Presenters
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Dauer
00:35:09 Min
Aufnahmedatum
2013-01-30
Hochgeladen am
2019-04-05 12:19:03
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics