GAMES101 Lecture 18 - Advanced Topics in Rendering

GAMES101_Lecture_18.pdf

Outline

 

I. Advanced Light Transport

 

Biased vs. Unbiased Monte Carlo Estimators

 

Unbiased Light Transport Methods

Bidirectional Path Tracing (BDPT)

img-1

 

Pros
Cons

 

Metropolis Light Transport (MLT)

img-mlt-mcmc

Pros

img-mlt-comp

Cons

 

Biased Light Transport Methods

Photon Mapping

img-pm-example-1

pm-example-2

 

Approach (Variations Apply)

Stage 1 - Photon Tracing

Stage 2 - Photon Collection

Calculation - Local Density Estimation

 

Why biased?

img-pm-biased-example

 

Vertex Connection and Merging (VCM)

img-vcm-key-1

 

Instant Radiosity (IR)

img-ir-key-1

 

Approach

img-ir-comp-1

Pros

Cons

 

Industrial Use

Industry often uses path-tracing.

 

II. Advanced Apperance Modeling

Outline

 

Non-Surface Models

Participating Media

Examples

img-nsm-pm-example-1

Fog

img-nsm-pm-example-2

 

Definition

 

Rendering

img-nsm-pm-rendering

 

Hair/Fur/Fiber (BCSDF)

Hair Appearance

nsm-hff-hair-example-1

 

Kajiya-Kay Model

img-nsm-hff-hair-kkm-1

img-nsm-hff-hair-kkm-2

 

Marschner Model

img-nsm-hff-hair-mm-1

image-20230715054053623

 

Fur Appearance

nsm-hff-fur-comp-1

 

Human Hair vs Animal Fuir

img-nsm-hff-fur-comp-2

Structural:

 

Importance of Medulla in Human Hair

img-nsm-hff-fur-comp-3

 

Double Cylinder Model

img-nsm-hff-fur-dcm-1

img-nsm-hff-fur-dcm-2

img-nsm-hff-fur-dcm-3

 

Granular Material

img-nsm-gm-example-1

img-nsm-gm-alg-1

Procedural Definition

 

Surface Models

Translucent Material

MaterialExample
Jadeimg-sm-tm-example-1
Jellyfishimg-sm-tm-example-2

Translucent: Both scattering and absorption

 

Subsurface Scattering

Subsurface Scattering: Visual characteristics of many surfaces caused by light exiting at points different from which it enters at.

 

Scattering Functions

BSSRDF (Subsurface Scattering): generalization of BRDF; exitant radiance at one point due to incident differential irradiance at another point:

S(xi,ωi,xo,ωo)

img-sm-sss-1

 

Dipole Approximation

img-sm-sss-2

 

Cloth

 

Render as Surface

 

Render as Participating Media

 

Render as Actual Fibers

 

Detailed Appearance

Motivation: Real world is more complicated

Not always perfect.

 

Microfacet BRDF

Surface = Specular microfacets + statistical normals

 

BRDF over A Pixel

 

Recent Trend: Wave Optics

img-da-img-1

img-da-img-2

 

Procedural Appearance

Procedure: When needed, just compute

 

Perlin Noise