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Interactive Light Transport with Virtual Point Lights PDF

128 Pages·2008·5.53 MB·English
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Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Interactive Light Transport with Virtual Point Lights 1,2 Benjamin Segovia 1ENTPE: Ecole Nationale des Travaux Publics de l’Etat 2LIRIS: Laboratoire d’InfoRmatique en Image et Syst`emes d’information 1/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Presentation 1 Introduction 2 Formalizing the Problem 3 Sampling VPLs: Metropolis Instant Radiosity 4 Accumulating VPL contributions 5 Coherent Metropolis Light Transport 6 Conclusion 2/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Summary 1 Introduction 2 Formalizing the Problem 3 Sampling VPLs: Metropolis Instant Radiosity 4 Accumulating VPL contributions 5 Coherent Metropolis Light Transport 6 Conclusion 3/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Why a Ph.D. in computer graphics? Movie / FX industry Fast and robust rendering algorithms; Not necessary real-time but speed is fundamental. Figure: Poseidon, 2006, rendered with Mental Ray 4/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Why a Ph.D. in computer graphics? Lighting design Physically-based rendering tools; Not necessary real-time. Figure: Thee Dragon Room, rendered with yaCORT 4/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Why a Ph.D. in computer graphics? Video Games The most realistic rendering with strict constraints; Real time (more than 30 frames per second). Figure: A Quake 3 scene, rendered with Qrender 4/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion What Does this Ph.D. Contain? Common approach in science 1 Identify the physical problem → Simulating light transport; 2 Propose an appropriate mathematical formalism → The related physical quantities and the light transport equations; 3 Design algorithms to solve these equations { Numerical schemes → Computer science Algorithms, codes . . . The contribution of this Ph.D. thesis is mostly contained by the third point 5/59 → Numerical schemes to solve the light transport equations Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Overview of the Presentation First, introduction of necessary concepts Physics: Physics of light transport → quantities and equations; Mathematics: Roots of Monte-Carlo and introduction of the appropriate formalism; Computer Graphics: Most common algorithms used to compute virtual pictures. 6/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Overview of the Presentation Then, presentation of the contributions Two classes of contributions: Coding Techniques: Once the set of VPLs has been computed, how can we accumulate their contributions ? → we present two techniques using graphics hardware; Sampling Techniques: How can we generate efficient sets of VPLs? 6/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights Presentation Introduction Formalizing the Problem Sampling VPLs: Metropolis Instant Radiosity Accumulating VPL contributions Coherent Metropolis Light Transport Conclusion Summary 1 Introduction 2 Formalizing the Problem 3 Sampling VPLs: Metropolis Instant Radiosity 4 Accumulating VPL contributions 5 Coherent Metropolis Light Transport 6 Conclusion 7/59 Benjamin Segovia Interactive Light Transport with Virtual Point Lights

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