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VU Rendering SS 2015 186.101

Thomas Auzinger Károly Zsolnai

Institute of Computer Graphics and Algorithms (E186) Vienna University of Technology

http://www.cg.tuwien.ac.at/staff/ThomasAuzinger.html http://www.cg.tuwien.ac.at/staff/KarolyZsolnai.html

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Unit 05 – Participating Media

VU Rendering SS 2015

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So far...

Light interaction with surfaces:

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Light interaction with surfaces:

Assumes:

Interaction directly at the surface (true for metals)

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Fog

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Water

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Scope

Surface approxiation not always valid  need to

extend our model of light transport for materials that allow perceivable light penetration and

perceivably interact with light.

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Interactions

Possible interactions:

absorption

incoming outgoing

interaction

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Interactions

Possible interactions:

absorption emission

incoming outgoing

interaction

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Interactions

Possible interactions:

absorption emission

incoming outgoing

interaction

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Interactions

Possible interactions:

absorption emission

out-scattering in-scattering

incoming outgoing

interaction

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Interactions

Possible interactions:

absorption emission

incoming outgoing

interaction

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Interactions

Possible interactions:

absorption emission

out-scattering in-scattering

incoming outgoing

interaction

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Interactions

Possible interactions:

incoming outgoing

interaction

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Interactions

Possible interactions:

incoming outgoing

interaction

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Interactions

Possible interactions:

incoming outgoing

interaction

for

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

19

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

absorption

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

absorption emission

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

absorption emission

out-scattering

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

incoming outgoing

interaction

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Phase Function

For incoming direction how much radiance is scattered into direction ?

Phase function:

Depends on the material Size of particles

Geometry of particles Normalized, i.e.,

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Phase Function

Henyey-Greenstein Interstellar dust Analytic

Anisotropy Schlick Approxim.

Lorenz-Mie Scattering

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Phase Function

Rayleigh Scattering

Small particle approximation of Lorenz-Mie Covers scattering by pure air

Depends on the light‘s wavelength

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Interaction Equation

Possible interactions:

Phase function:

incoming outgoing

interaction

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Interaction Equation

Possible interactions:

absorption emission

out-scattering in-scattering

incoming outgoing

interaction

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Radiative Transfer Equation

Also known as Radiative Transport Equation

incoming outgoing

interaction

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Radiative Transfer Equation

Also known as Radiative Transport Equation

incoming outgoing

interaction

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Volume Rendering Equation

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Volume Rendering Equation

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Volume Rendering Equation

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Volume Rendering Equation

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Volume Rendering Equation

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Radiative Transfer Equation

Also known as Radiative Transport Equation

incoming outgoing

interaction

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Volume Rendering Equation

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Radiative Transfer Equation

Also known as Radiative Transport Equation

incoming outgoing

interaction

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Volume Rendering Equation

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Volumetric Path Tracing

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Volumetric Path Tracing

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Volumetric Path Tracing

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Volumetric Path Tracing

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Volumetric Path Tracing

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Volumetric Path Tracing

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Conventional Rendering

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Exponential Fog

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Single Scattering

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Volumetric Path Tracing

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Volumetric Path Tracing

Sample phase function e.g. Henyey-Greenstein

by inversion

For a given direction, choose a distance to travel based on

If is closer than the nearest surface  scatter If not, compute surface radiance

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Volumetric Path Tracing

Distance is given by the free-flight distance Sample with

(homogeneous media)

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Volumetric Path Tracing - Code

color VPT(o,ω)

s = nearestSurfaceDist(o,ω) d = -ln(1 – random()) / σt if (d<s)

// Media scattering o += d*ω

return σs / σt * VPT(o, samplePhase()) else

// Surface scattering o += s*w

i, pdfi) = sampleBRDF(o,ω)

return BRDF(o,ω,ωi) * VPT(o,ωi) / pdfi

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End

Questions?

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