#13: Shadows & Ray Tracing CSE167: Computer Graphics Instructor: Ronen Barzel UCSD, Winter 2006 Outline for today Fancy Texture Effects Shadow Mapping Ray Tracing 1 Where are we now Texture mapping Assign texture coordinates to vertices • based on surface parameters • based on projection in object or world space Interpolate texture coordinates to pixels • look up color in texture file • to avoid magnification problems, use bilinear or bicubic filtering • to avoid minification problems, use mipmaps • precomputed hierarchy of scaled-down versions of the texture image • based on amount of minification, choose two nearest mipmaps • look up color in each, interpolate between them (trilinear interpolation) Procedural textures compute patterns in procedural shader routines choose details based on screen-space size of surface area used especially for wood, marble, cloth, … 2 Fancy Texture Effects We can look up data at each pixel… What can we do with it? Given procedural shaders, can do most anything we want! Here are some common techniques Often supported by renderer without procedural shading Some supported directly by hardware 3 Bump Mapping An easy way to make a smooth surface bumpy Use a texture to represent the variation in surface height With Phong interpolation we have a normal for each pixel Use the texture value to perturb the normal Then use the perturbed normal for the per-pixel lighting Texture can be stored or procedural Used for rough surfaces Used for “embossing” Modern hardware supports bump mapping Limitation: bumps are fake silhouette edges betray smoothness 4 Bump mapping QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 5 Displacement Mapping Like bump mapping but instead of faking by perturbing normals… …actually move the surface point Gives proper silhouettes, Gives self-occlusion Gives self-shadowing (once we have shadows…) Expensive and hard to do well Supported by some software renderers Supported by some recent hardware 6 Displacement Mapping QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 7 Environment Mapping A simple but technique to fake mirror-like reflections of an environment Precompute, photograph, or paint an environment map: A view of the distant environment (ground, sky, horizon, etc.) from the center of the scene Can be stored in a single spherically-projected texture Can be stored in 6 faces of a cube Imagine that the scene is enclosed in a huge sphere or cube, textured with that map For each vertex or point to be shaded: compute the vector e from the point to the eye compute the reflection vector R find out where R intersects the environment cube/sphere, and use that texture coordinate • (because the environment is huge, we don’t need to take into acount the position of the point) add the texture color to the point’s color, with some constant ke 8 Environment Mapping For a spherical environment with polar mapping: R 2 e n n e n e r s atan2 Rz , Rx 2 asin Ry 2 t 9 Environment Mapping QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 10 Environment Mapping QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. (www.sparse.org) 11 Reflection Mapping Environment mapping often called Reflection Mapping Generally, environment maps: only reflect distant environment, not nearby objects are static: don’t incorporate things that animate But you can get animated local reflections… If you’re willing to take two steps 12 Reflection Mapping For Woody reflected in Buzz’s helmet… QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 13 Reflection Mapping First, render just Woody, using camera at Buzz’s head QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. TI FF ar ( Un e n co Q u ee mp ick d e r e Tim d ss e to e ™ s e d) a e de nd this c a pic o mp tur res e. so r 14 Reflection Mapping In main render, Buzz’s helmet procedural shader computes reflection nd a pr es sor m e™ a kTim d) dec o ic ture. ic u e Q res s ee t his p p m o s d to ( Unc TIFF re neede a QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. If reflection hits Woody texture map use its color, otherwise use the regular environment map Two renders to generate each frame! In practice, many renders to render each frame 15 Other Texture Effects Textures can be used to map most any property onto a surface Not just color Bump or displacement Diffuse coefficient? Specular Coefficient? “combing” directions for anisotropic reflectivity Parameters to procedural patterns Many texture maps can be used at once Different layers of effect e.g. Base color, then smudges, scratches, dents, rust, etc. • each might affect color, bumps, displacment, lighting, reflectivity, … Hardware systems have limited amounts of texture memory In production, it’s not uncommon to have a dozen or more textures on each surface Texture maps can themselves be computed or animated E.g. To show a TV picture in an animation: • each frame, use a different texture map on the TV E.g. For raindrops dripping down a window E.g. To simulate effects such as patina and aging QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 16 Multipass rendering Render diffuse, specular, reflection, etc. separately Combine them using an image manipulation program Lets you effectively tweak kd, ks, etc. without re-rendering QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. + QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 17 Outline for today Fancy Texture Effects Shadow Mapping Ray Tracing Intro 18 Shadows So far we included contribution of all lights in illumination But sometimes a surface is in shadow: Another object is between the surface and a light source That light source shouldn’t contribute to the surface’s illumination QuickTime™ and a TIFF (LZW) decompressor are needed to see this picture. 19 Shadows How can we test for this when rasterizing/shading? Processing triangles one at a time No information about other objects Trick: introduce shadow maps (or shadowmaps) Precompute where shadows are for a given light Before adding contribution of a light, check against shadow map Here’s how it works… 20 Shadow Map Render an image from the light’s point of view Camera look-from point is the light position Aim camera to look at objects in scene Render only the z-buffer depth values • Don’t need colors • Don’t need to compute lighting or shading • (unless a procedural shader would make an object transparent) Store result in a Shadowmap AKA depth map Store the depth values Also store the (inverse) camera & projection transform Remember, z-buffer pixel holds depth of closest object to the camera A shadowmap pixel contains the distance of the closest object to the light 21 Shadow Map Point light source QuickTime™ and a TIFF (LZW) decompressor are needed to see this picture. 22 Shadow Map Directional light source use orthographic shadow camera QuickTime™ and a TIFF (LZW) decompressor are needed to see this picture. 23 Shadow Mapping When lighting a point on a surface For each light that has a shadowmap… Transform the point to the shadowmap’s image space • Get X,Y,Z values • Compare Z to the depth value at X,Y in the shadowmap • If the shadowmap depth is less than Z • some other object is closer to the light than this point • this light is blocked, don’t include it in the illumination • If the shadowmap is the same as Z • this point is the one that’s closest to the light • illuminate with this light • (because of numerical inaccuracies, test for almost-the-same-as Z) 24 Shadow Mapping A scene with shadows point light source 25 Shadow Mapping Without and with shadows 26 Shadow Mapping The scene from the shadow camera (just FYI -- no need to save this) 27 Shadow Mapping The shadowmap depth buffer Darker is closer to the camera 28 Shadow Mapping Visualization… Green: surface light Z is (approximately) equal to depth map Z Non-green: surface is in shadow 29 Shadow Mapping Notes Very commonly used Problems: Blocky shadows, depending on resolution of shadowmap Shadowmap pixels & image samples don’t necessarily line up • Hard to tell if object is really the closest object • Typically add a small bias to keep from self-interfering • But the bias causes shadows to separate from their objects No great ways to get soft shadows (Penumbras) QuickT ime™ and a T IFF (Uncompressed) decompressor are needed to see thi s pi cture. QuickT ime™ and a T IFF (Uncompressed) decompressor are needed to see thi s pi cture. 30 Outline for today Fancy Texture Effects Shadow Mapping Ray Tracing Intro 31 Ray Tracing Goals: Leads to advanced capabilities better shadows reflections, refractions motion blur, depth of field, etc… global illumination Slower than Z-buffer techniques But more parallelizable 32 Classic Ray Tracing Introduced in 1980 by Turner Whitted commonly demonstrated with checkerboards and reflective spheres e™ and a Quic kTim ) dec ompress or pres sed this picture. TIFF (Uncom to see are needed ™ and a QuickTimed) dec ompressor presse this pic ture. TIFF (Uncom to see are needed QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. r e™ and a QuickTim d) dec ompresso presse this pic tur e. TIFF (Uncom to see are needed e™ and a Quic kTim ) dec ompress or pres sed this picture. TIFF (Uncom to see are needed 33 Ray Tracing Traditonal Z-buffer rendering pipeline: Look at each object in turn Determine which pixels it covers Use color from closest object at each pixel Ray Tracing: Look at each pixel in turn Determine which objects cover it Use color from closest object at the pixel 34 What’s a Ray? A ray is a geometric entity with an origin and a direction Starts at a point and goes out to infinity Represent as origin p and (unit-length) direction d class Ray { Point3 p; Vector3 d; // Normalized }; Any point q on the ray can be represented as q pt d where t 0 t is distance along ray to point q q t d p 35 First step: Ray Casting Imagine the image floating in front of the eye Trace a ray from the eye through each pixel Can do this in any order: each pixel is independent Ray origin is the eye Ray direction is vector from eye to pixel Ray is known as the camera ray, eye ray, or primary ray Camera ray Camera position Virtual image 36 Intersection Testing Test which object(s) the ray intersects Must check all objects! Keep track of distance along ray Save closest intersection Once closest object is found Perform lighting calculation on closest object (If no objects intersect, assign background color to pixel) Qui ckTi me™ and a TIFF (Uncompressed) decompressor are needed to see this pictur e. QuickTime™ and a TIFF(Uncompres sed) decompressor are needed t o see this pict ure. Quick Time™ a nd a TIFF ( Un compr ess ed ) de co mp res sor ar e n eed ed to s ee this pic tur e. 37 Ray Intersections For each ray, need to test if it intersects potentially millions of primitives Need to do this for potentially million rays (1024x1024 pixels) actually, it gets worse… more rays than this… Algorithms exist to make this feasible, and remarkably efficient But still much slower than Z-buffer with special-purpose GPU hardware Some research-level hardware that performs ray tracing Possible to write ray tracer to run on current programmable GPU • (Currently not faster than software ray tracer) Notice: each pixel is rendered independently; allows parallel processing 38 Ray Intersection For each intersection, need data for lighting: Surface Position & Normal Texture coordinates and texture map info Color, material properties, procedural shader info class Intersection { Vector3 Position; Vector3 Normal; Vector2 TexCoord; Material *Mtl; float Distance; // Distance from ray origin to intersection }; As usual, typically support primitive types: Triangle Sphere Patch For each primitive type, need to know how to test if ray intersects primitive compute or interpolate position, normal, texture coordinates, etc. • e.g. for triangle: have vertex data, do bilinear interpolation will get back to this later… 39 Lighting Given the intersection information, apply any lighting model we want Eye vector is negative of ray direction vector Can include procedural shaders, texture lookups, texture combining, bump mapping, … The result of the lighting equation is a color to assign to the pixel The power of ray tracing comes from spawning new rays tracing them recursively known as secondary rays 40 Shadow Rays Trace a ray from the surface towards each light Ray origin is surface point, direction is light vector Test for object intersections If the ray hits another object, the surface is in shadow Note: If dot product of the surface normal with the light direction is negative The object is shadowing itself No need to trace a ray. 41 Shadow Rays Simpler than other rays Just want to know whether an object is in the way Don’t need to compute intersection point, normal, texture coords, etc. Don’t need to find closest object If any object blocks the light, the light is blocked Can stop as soon as we find an intersection Implementation note when spawning rays: Allow ray to intersect the same object. • If the object is concave, it may self-shadow But make sure not to report an intersection with the current surface point • typically offset ray origin slightly to make sure the ray is outside the object 42 Reflection Rays If material is reflective: Spawn a new ray: • Origin is surface point • Direction is eye ray direction reflected about the surface normal • Known as a reflection ray Trace this ray • Find the nearest object it hits (if any) • Compute the lighting for that object, using the ray direction as the eye direction • If that object is reflective, recurse! • • • Can have reflections-of-reflections Stop recursion when reaching a non-reflective object Sometimes put a recursion limit of ~10 to avoid an infinite loop • As with traditional rendering, can enclose entire scene in an environment map • • If the ray hits no other objects, it will hit the environment map The “lighting” calculation for the environment map is simply to look up the color n d R R d 2 dn n 43 Reflections 44 Reflections Surfaces in the real world don’t act as perfect mirrors Real mirrors absorb light, only reflect 95%-98% of the light Surface may tint the reflection Partially reflective materials Multiply reflected ray’s color with the surface tint color E.g. polished plastic Diffuse component as well as shiny component Add contribution of both Specular highlights “Specular highlight” is really just reflection of the light source Can make models of light source objects (light bulb, etc.) If reflection ray hits the light source object • • “Lighting” calculation for the light source object returns the color/intensity of the light Shape of light source object determines shape of specular highlight (We’ll talk about bluriness later…) QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. (http://www.neilblevins.com) 45 Refraction AKA Transmission: light passes through material Light bends (refracts) when it passes from one material to another If material is transmissive (transparent) Spawn refraction ray AKA transmission ray Use Snell’s law to compute direction of refracted ray Based on index of refraction of the two materials • • • • • look up in table of physical constants vacuum: 1 air: 1.000277 water: 1.33 glass: 1.5-1.75 (Actually, index of refraction depends on wavelength, which is how prisms work, and the source of chromatic aberration in camera lenses. We tend to ignore that in computer graphics.) Trace in the same way as for reflection 46 Computing Refraction Direction Snell's law: n1 sin 1 n2 sin 2 Where n 1 and n2 are the materials' indexes of refraction z n1 d dn n n2 t z 1 z n 2 n d θ1 n1 n2 z θ2 t 47 Reflection and Refraction A transparent surface typically both reflects and refracts Spawn two rays: Reflection ray and refraction ray Trace both rays and combine the results Reflection ray Normal Primary ray Transmission ray 48 Combining Reflection and Refraction The proportion of light reflected vs. refracted depends on the angle of the ray Coming in along the normal, more light is transmitted Coming in edge-on, more light is reflected Proportions given by Fresnel equations The full Fresnel equations depend on polarization of the light Simple approximation due to Schlick, commonly used in CG: fr R0 (1 R0 )(1 d n)5 ft 1 fr where R0 is the reflectance when the ray is perpendicular QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. (http://www.neilblevins.com) 49 Total Internal Reflection Going from a more- to less-dense material at a steep enough incident angle… the refraction angle would be more than 90 degrees the formula for the transmission vector would be undefined (square root of negative number) No refraction: total internal reflection QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. 50 Ray tree A single primary ray may spawn shadow rays secondary reflection and refraction rays each secondary ray can recursively spawn more rays A tree structure, known as a ray tree Eye Can build the tree to desired depth Then evaluate it bottom-up: Eye ray • Computing lighting at leaves • Combine lighting of children to get lighting at nodes Same object might appear multiple times in the tree, if there are interreflections 1st hit transmission ray reflection ray obj reflection ray obj obj transmission ray obj obj 51 Ray tree 52 Ray-Object Intersection Need to be able to compute intersection of a ray with an object Can do it in an object-oriented manner: class Object { public: virtual bool IntersectRay(Ray &r,Intersection &isect); }; Intersection method: • returns true if intersects • if so, fills in structure with intersection data for lighting Derive classes for primitives: triangles, spheres, etc. • implement ray intersection for each Can also support hierarchical objects: • Returns nearest intersection with any children 53 Ray-Sphere Intersection Ray: origin p, unit-length direction d Sphere: a center c and a radius r p d c r 54 Ray-Sphere Intersection Ray: set of points p td, where t 0 Find point q on the ray closest to center of the sphere Line segment qc must be perpendicular to d : q c d 0 p td c d 0 solve for t then q t c p d q p c p d d q p d c 55 Ray-Sphere Intersection Test if q is within the sphere: check if q c r If q is outside the sphere, the ray doesn't intersect If q is inside the sphere, find the actual intersection. Two intersection points: q2 p t 2 d q1 p t1d where t2 t a t1 t a a r2 q c 2 If t1 0 then q1 is the first intersection point on the ray else if t 2 0 then the ray starts inside the sphere, q2 is the first (only) intersection point else the sphere is behind the ray, there's no intersection q1 p d q2 q c 56 Ray intersection notes There are many ways to formulate each intersection test Want to optimize: In most cases, ray will miss an object Try to determine the miss as quickly as possible: trivial reject As a rule, try to postpone expensive operations Only compute exact details when you know ray intersects 57 Ray-Plane Intersection Plane: defined in coord sys by n and d Find point q on the ray, where q is on the plane: q n d 0 p td n d 0 solve for t d pn t dn If d n 0, ray is parallel to plane: no intersection If t 0, plane is behind the ray: no intersection 58 Ray-Triangle Intersection To intersect ray with a triangle: For a one-sided triangle, check that ray origin is on the front side Intersect ray with plane of the triangle If ray hits the plane at point q, check if q lies inside the 3 edges of the triangle p v2 d •q v0 v1 59 Barycentric Coordinates Given 3 vertices of a triangle v 0 , v1 , v 2 any point q inside the triangle can be described by three coordinates , , 0: q v 0 v1 v 2 where 1 (convex combination) v2 Can use the barycentric coordinates to bilinearly interpolate vertex-data values, e.g. color : cq cv 0 cv1 v 2 really only need two coordinates, e.g. , 1 •q v0 v1 60 Barycentric Coordinates Given a point q and vertices of a triangle v 0 , v1 , v 2 compute barycentric coordinates by e 2 e 2 e1 e1 e 2 e 2 f e1 e1 e2 e2 e1 e2 e1 e1 e2 e1 e2 e1 f e1 e1 e2 e2 e1 e2 2 Check if q is inside triangle: 0 0 1 2 e2 v 2 v 0 v2 •q v0 f q v0 e1 v1 v 0 v1 61 Ray-Patch Intersection For bicubic patches, there’s no easy algebraic formula Intersection typically found by technique such as: Numerical root-finding algorithms, such as Newton’s Method Patch subdivision, until patch is flat/small enough, then treat as triangle, quadrilateral, or bilinear patch 62 Done Next time: Fancier ray-tracing effects Anti-aliasing 63