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Okay,
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let's get started Here. I
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so
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from our quiz, what are two
benefits of area lakes that I
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wasn't really sure I put like
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softer shadows and more wings,
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deep lighting. Yes, that's what
I was thinking of. Hello. I was
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wondering if you're gonna join
your backpack or not. I was
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eventually,
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the washer was closed, were
closed. Had to go further. I
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The squeaking on the whiteboard
is new. I don't know if I like
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it or not. Some some feedback
that I'm doing stuff, I guess,
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but
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it's Not as bad as nails on
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a chalkboard. Definitely. I
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Is that supposed to be effects,
more realistic lighting effects
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looks
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like an old from here
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looks like old facts.
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Thank you. You're welcome.
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I'm not creating new coining new
words in class here.
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Okay? I just, I
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so a comment he makes, or they
make in chapter 12 here is that
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the range of lights is limited
by the Physically Based
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Rendering paradigm they can't
have lights that do non physical
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things,
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not physically accurate things.
I
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so that that could have, that
has has been an effective mode
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of operation in the past, but in
the grand scheme of things, it's
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better to use a physically based
approach, because then Things
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work together better and
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so there are four different
kinds of lights, four different
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categories of lights,
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point light sources,
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directional light sources, area
light sources and infinite
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lights, so they don't have
geometry associated with them,
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But provide radiance to rays
that escape the scene and
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so it's a
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when We have legs in The scene
We Need I
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so if we don't have lights,
we're not going to be able to
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see much of the scene.
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If we have a case like this,
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where there is an area late
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so efficiencies can be gained. I
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so if we focus samples, so
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in that cone
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that connects the point on the
surface
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to the sphere.
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So those are the directions
where
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we'll find illumination.
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Does that make sense? So if we
just I,
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yeah, if we just I to focus our
samples and the directions from
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which the light is coming, then
we'll get a much quicker, more
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Efficient rendering and less
error In the image, less noise I
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so here's a dragon with a point
light source,
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or lit by a point light source.
What do you think about this one
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hard shadowing?
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Yeah, very hard shadows. The
light
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must be very close Because the
shadows are very short. I
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let's see what clues we have
about where the light is. I
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Okay, so this seems to be a
shadow from here.
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This is a
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this is the shadow from here.
And
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I'd say if we were the dragon,
it would be just over, like on
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our left side, like right here.
If we're the dragon,
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let's go it's close.
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If you're that close over here,
I think this shadow would be
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longer,
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so maybe more to the
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side, almost to the
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side, yeah, maybe thinking like
right here, because,
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I guess, hard to say without
duplicating it ourselves. Yeah,
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I
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so does it look impressive? This
is a cool picture.
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Depends on what you're trying to
accomplish.
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If I want to make a cool
picture. Have I succeeded? I it.
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Maybe this is a cool picture in
the 90s. I
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What do you think, cool or
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not? Binous. Do you have a
thought about this? No,
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okay, I Okay. Astra full, what
do you think about this image?
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It's
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different. I
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so it's just
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an expression of ambivalence. I
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Okay, 12.4 I'm
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so what do you notice about
this? Do
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so it seems like it's
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it's not the same place as the
first point light source is the
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spotlight, definitely slightly
different spot.
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Yeah,
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so it may or may not be the same
position, But the difference is,
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because It's a spotlight, so I
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so we're specifying a cone.
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So instead of having
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the light emitted in all
directions from that point,
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we specify a cone, and that
gives the
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is area on the outside of the
comb, like around the edges of
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the comb are softer, where the
shadow that's being reflected
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from the dragon is still hard.
Does
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that make sense?
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Yes, so there are two angles
here.
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So the total
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the total width,
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it's the whole angle. And then
there's the theta i
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Well, theta is in the i
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Oh, so the two angles are fall
off start and total width. So
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anything within fall off, up to
the angle of fall off start is
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fully illuminated, and then
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up to the total width, it drops
off.
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So we see the dragon in the in
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the center here is fully
illuminated. Then as the angle
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drops, as the angle goes to the
total width, it falls off to
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zero.
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Is this one a little more cool
than the other? One
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more interesting
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to draw your attention, more
stuff to analyze and look at on
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it.
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Okay, so here's steam runner
with projection light using the
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grid image.
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So we have an image.
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It's like a slide projector.
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Anyone familiar with slide
projectors?
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I Okay, okay.
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Using a projector image like
that, you could put, like a
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colored image in color
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the light coming out.
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Yes,
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it's like if we had that exact
same grid image. But the grid
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image wasn't white background.
It had like a orange. It would
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project an orange hue over the
Yeah,
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so I, I wonder if there are, if
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you just wanted one color, you
could specify the spectra of the
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light. But if you want to vary
things, maybe that would be a
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good way to do it,
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to project the texture.
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Go neophotometric diagram, legs
and
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do you remember
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our Gonio photometer setup?
We're measuring
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the BRDF
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for different materials by
varying the light source and the
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viewing position. So this is a
similar idea. And
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so the emitted intensity is
defined in a fixed set of
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directions on the unit sphere,
and the intensity is found by
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interpolating intensities of
adjacent samples and
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so the first one
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mostly
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eliminates in its up direction,
only A small amount of
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illumination in the down
direction
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so that's this is up and this is
down.
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Light B is a light that most
illuminates in the down
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direction. And
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here's an example where they
Have both up and down
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contributions. And
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I wonder if we can compare 12
point 12 with 12.3 we did You?
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Did image diff. I
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Let's try it out. I
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Wow, that's a lot. I
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No, it's not a banana.
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So there's a lot of subtlety
between those two Images. Ah,
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more. Shadow Play around the
outside.
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Yeah, the heart shadow
underneath looks like it's
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staying in the same spot. I
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off so
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this shell, Shadow
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of the dragon, it seems like
light is from
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behind the dragon, and
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this part
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is very subtle. It's hard to
detect in the original image. I
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I see we're sure.
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Really look, you can see it's
there, the 12, three.
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It's hard to pick out.
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It's there. It's actually, if
you look, it's got like a little
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bit of a red hue where that is
actually
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coming through. So it's like
it's reflecting off the dragon
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and going Down on the ground.
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It's It's
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a
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bit there. I
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So we're Interested in the
emitted
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power of distant light, and an
approximation of that is to Find
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the disk
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that can be inscribed in the
sphere that bounds the scene
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elements and oriented towards
the direction of the distant
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light
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that gives enough precision for
what they need to do in you.
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It's not a very it's not an
accurate estimate of the emitted
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power, but
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I won't underestimate it.
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So when we get
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to area lengths, we have a
geometry associated with the
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emitter. And this is comparison
of a small disk and a large
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disk. Do
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12 point 15. Is this becoming
more cool or not?
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Yeah, I think that's I like
Being
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I like be overly, yeah, I
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so in this case, we're Taking
area lights and putting them at
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infinity.
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So environment lighting, so
taking an image as
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specifying the lighting for the
scene in an
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environment map.
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So the first one is illuminated
by a few area lights, and the
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second one is illuminated with
mid day sky
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light from an environment map.
And C is using a sunset
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environment map. So this is area
lakes. This is mid day.
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This is sunset. And I
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prefer infinite area lengths
because I find it illuminates
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the objects from all sides
better and is more realistic.
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So here's the mid day
environment map.
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Here's The Sunset And
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so there's lots of
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environment maps available On
the web And
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so this is environment
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map illuminating the dragon
Model,
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morning skylight. Environment
Map through two samples per
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pixel. A is rendered with
uniform sampling distribution. B
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rendered with distributed
samples distributed according to
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the environment map image pixels
and C, rendered using the
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compensated distribution that
skips sampling unimportant parts
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of the image, all images took
essentially the same amount of
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time to render, though B has
over 38,000 times lower MSE than
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A and C further improves MSE by
a factor of 1.52
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what's MSE mean
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squared error? Yeah,
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that's quite an improvement.
What
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that's impressive.
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Very Clean that last one I
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so in this case, the portal is
the window. So we're trying to
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focus our samples. Our goal is
to focus the samples out the
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window and
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see that looks a bit better.
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Here's the idea Of the Four Pole
and
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any thoughts about that?
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So I thought I would go through
some of the questions that were
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suggested for the final Going to
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not show you. I
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names of people i
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What is the Nyquist rate? The
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and what's the answer? I
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two times, yes, remember it
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was the two times something. I
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so choices are ambidextrous,
left handed, right handed. Nd,
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indeed, there is no default
coordinate system. I love
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You. Kevin, yeah, I
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What is that word of the minimal
coordinate system is, is it
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supposed to be used
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in pbrt? Yes?
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What?
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One what needs to be accounted
for to prevent textures from
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being too blurry. You choices
are camera integrators, angles,
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bounding boxes or lights you
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which one is not a member of the
exposure triangle. Aperture ISO,
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shutter speed
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or angle and
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what is the primary purpose of a
bi directional scattering
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distribution function, to define
the geometry of a surface, for
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array intersections, to model
how light is transported through
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participating media, to describe
how light is reflected and
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transmitted at a surface to
simulate the spectral response
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to the camera sensors, yeah,
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describe how light is reflected
and transmitted at A Surface i
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What does the rendering equation
primarily describe how light
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travels through a vacuum, how
surfaces reflect Light, how
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textures are mapped, how pixels
are colored.
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So the suggested answer is B,
how services reflect plane from
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I'm wondering if that's
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the Answer is more nuanced than
that. I will
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think about that a bit more.
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Which of the following
statements
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about spectral rendering is
true, but PBR TV four performs
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rendering computation
computations using only RGB
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color values. Spectral rendering
in PBR TV four involves
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converting all spectral data to
gray scale before processing PB.
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PBR TV four performs rendering
computation using Point Sample
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spectra, limiting the use of RGB
color to scene description
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inputs and final image output.
PBR TV four system does not
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support spectral rendering. I
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so use Point Sample spectra,
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so we can specify things in RGB,
but internally.
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So that was the third answer.
That was the third one, yeah. So
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I was thinking it was, it
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wasn't 100% Sure.
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I What Is blends, Law I
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as technology advances,
rendering time remains constant
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and
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what are the three Main physical
processes that infect The
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distribution of radiance? What
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I explain the importance of
Monte Carlo integration In the
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rendering algorithms described
in the book.
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Why is it commonly used in
realistic image synthesis? I
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A so Monte Carlo methods provide
a way, a straightforward way, to
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get a numerical solution to
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integrals. That would be
difficult otherwise I'm
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you're still in class. We're
still in class every
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what is a texel And how is it
different From a pixel? I
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Yeah, I
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so I will post
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the questions after a bit of
editing, I
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any questions or concerns. So
we'll do a review on Thursday,
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and then the final will be
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the following Thursday on my
birthday, yes,
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and which time I will be 60
years old. So
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cupcake. I didn't think about
that. You finish the
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exam, you get a cupcake. We're
supposed to bring them.
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Actually, we're supposed to
bring them. That's
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right, yeah, cupcakes aren't
we're thinking about doing
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cupcakes for the 50th
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celebration, but they were like,
three or $4 a cupcake, so it was
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more cost effective to get a
slab cake. Anyway. Gathering
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on the green in the summer.
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Yes,
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thank you for today.
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See you on Thursday. Take care.
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