1 / 20

CS 551/651: Antialiasing Wrap-up

CS 551/651: Antialiasing Wrap-up. David Luebke cs551dl@cs.virginia.edu http://www.cs.virginia.edu/~cs551dl. Administrivia. Hand in Assignment 1 Hand out Assignment 2 Sampling strategies in RSRT Due Tuesday March 9 Read Sections 10.1, 10.4. Recap: Antialiasing Strategies. Prefiltering

leda
Download Presentation

CS 551/651: Antialiasing Wrap-up

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. CS 551/651: Antialiasing Wrap-up David Luebke cs551dl@cs.virginia.edu http://www.cs.virginia.edu/~cs551dl David Luebke 1/19/99

  2. Administrivia • Hand in Assignment 1 • Hand out Assignment 2 • Sampling strategies in RSRT • Due Tuesday March 9 • Read Sections 10.1, 10.4 David Luebke 1/19/99

  3. Recap: Antialiasing Strategies • Prefiltering • Supersampling • A-Buffer • Adaptive supersampling • Stochastic supersampling David Luebke 1/19/99

  4. Recap: Nonuniform Supersampling • To be correct, need to modify filtering step: David Luebke 1/19/99

  5. Recap: Nonuniform Supersampling • Approximate answer: weighted average filter • Correct answer: multistage filtering • Real-world answer: ignore the problem   I(i, j) h(x-i, y-j) I’(x,y)=   h(x-i, y-j) David Luebke 1/19/99

  6. Recap: Antialiasing and Texture Mapping • Texture mapping is uniquely harder • Potential for infinite frequencies • Texture mapping is uniquely easier • Textures can be prefiltered David Luebke 1/19/99

  7. Recap: Antialiasing and Texture Mapping • Issue in prefiltering texture is how much texture a pixel filter covers • Simplest prefiltering scheme: MIP-mapping • Assumption: approximate filter size, ignore filter shape • Create a pyramid of texture maps • Each level doubles filter size David Luebke 1/19/99

  8. Recap: Mip-Mapping • Tri-linear mip-mapping • Pixel size  depth d • Linearly interpolate colors within 2 levels closest to d • Linearly interpolate color between levels according to d David Luebke 1/19/99

  9. Antialiasing: Mip Mapping • Q: What’s wrong with the mip-map approach to prefiltering texture? • A: Assumes pixel maps to square in texture space • More sophisticated inverse pixel filters (see F&vD p 828): • Summed area tables • Elliptical weighted average filtering David Luebke 1/19/99

  10. Backwards Ray Tracing • Traditional ray tracing traces rays from the eye, through the pixel, off of objects, to the light source • Backwards ray tracing traces rays from the light source, into the scene, into the eye • Why might this be better? David Luebke 1/19/99

  11. Backwards Ray Tracing • Backwards ray tracing can capture: • Indirect illumination • Color bleeding • Caustics • What’s a caustic? • Give some examples • Where do caustics get the name? David Luebke 1/19/99

  12. Backwards Ray Tracing • Usually implies two passes: • Rays are cast from light into scene • Rays are cast from the eye into scene, picking up illumination showered on the scene from the first pass David Luebke 1/19/99

  13. Backwards Ray Tracing • Q: How might these two passes “meet in the middle?” David Luebke 1/19/99

  14. Backwards Ray Tracing • Arvo: illumination mapstile surfaces with regular grids, like texture maps • Shoot rays outward from lights • Every ray hit deposits some of its energy into surface’s illumination map • Ignore first generation hits that directly illuminate surface (Why?) • Eye rays look up indirect illumination using bilinear interpolation David Luebke 1/19/99

  15. Backwards Ray Tracing • Watt & Watt, Plate 34 • Illustrates Arvo’s method of backwards ray tracing using illumination maps • Illustrates a scene with caustics • Related idea: photon maps David Luebke 1/19/99

  16. Distributed Ray Tracing • Distributed ray tracing is an elegant technique that tackles many problems at once • Stochastic ray tracing: distribute rays stochastically across pixel • Distributed ray tracing: distribute rays stochastically across everything David Luebke 1/19/99

  17. Distributed Ray Tracing • Distribute rays stochastically across: • Pixel for antialiasing • Light source for soft shadows • Reflection function for soft (glossy) reflections • Time for motion blur • Lens for depth of field • Cook: 16 rays suffice for all of these David Luebke 1/19/99

  18. Distributed Ray Tracing • Distributed ray tracing is basically a Monte Carlo estimation technique • Practical details: • Use lookup tables (LUTs) for distributing rays across functions • See W&W Figure 10.14 p 263 David Luebke 1/19/99

  19. Advanced Ray Tracing Wrapup • Backwards ray tracing accounts for indirect illumination by considering more general paths from light to eye • Distributed ray tracing uses a Monte Carlo sampling approach to solve many ray-tracing aliasing problems David Luebke 1/19/99

  20. Next Up: Radiosity • Ray tracing: • Models specular reflection easily • Diffuse lighting is more difficult • Radiosity methods explicitly model light as an energy-transfer problem • Models diffuse interreflection easily • Shiny, specular surfaces more difficult David Luebke 1/19/99

More Related