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講義資料
12 2 3 (Ambient Occlusion) • • • • • • • • • 4 0.5s 1.4s 5 1.4s 37.2s 6 • • E (p, n) = ∫ Ω LA cosθi dωi = π LA • E (p, n) = LA ∫ v (p, l) cosθi dωi Ω { 0 1 1 kA (p) = π ∫ v (p, l) = Ω v (p, l) cosθi dωi E (p, n) = kA (p) π LA 7 p0 p2 p0 p2 p1 p0 p1 p1 kA (bent normal) 8 • n & cdiff # Lo (v) = ⊗ %kA π LA + ∑ v (lk ) ELk cosθik ( π $ ' k=1 • BRDF n camb Lo (v) = kA π LA + ∑ v (lk ) f (lk , v) ⊗ ELk cosθik π k=1 • bent normal nbent = ∫ ∫ Ω v (l) l cosθi dωi Ω v (l) l cosθi dωi 9 • Eind kind n & n camb # Lo (v) = kA ⊗ %Eind + kind ∑ ELk ( + ∑ v (lk ) f (lk , v) ⊗ ELk cosθik π $ ' k=1 k=1 • bent normal nbent n ' n camb $ Lo (v) = kA ⊗ &Eind + kind ∑ ELk cosθi"k ) + ∑ v (lk ) f (lk , v) ⊗ ELk cosθik π % ( k=1 k=1 • θ’ik bent normal nbent lk 10 (Visibility) (Obscurance) • • d ρ(l) = d max (Obscurance) • ρ(l) • 1 kA = π ∫ Ω ρ (l) cosθi dωi dmax l d 11 • • • Li • kA kA! = 1− camb (1− kA) Lo Li Lo 12 • • kA bent normal nbent • kA bent normal nbent • • • 13 • [Bunnell, GPU Gems 2, 2005] • ILM Pirates of the Caribbean 14 Bunnel R • 1− E r cosθE max (1, 4 cosθR) 4 2 +r π E E • kA R 15 • • • • • • Crytek • Crysis 16 Crytek • • • kA • • kA =1 P 17 Crytek 18 Crytek 19 Volumetric Obscurance 20 Luft • Image Enhancement z by Unsharp Masking the Depth Buffer y • SIGGRAPH 2006 x z • x z • • x z • x x 21 Luft 22 Luft 24 25 • • • n p 26 • 27 • n: • p: • R(u, v): u v • T(p): p • S(x, y, z): x, y, z F = R (n, (0,1, 0)) T (−p) M = F−1S (1, −1,1) F n = (0,1, 0) ⇓ M = T (p) S (1, −1,1) T (−p) 28 Environment Map Bump Mapping 29 30 n1 sin (θ1) = n2 sin (θ2) i θ1 n t = ri + (w − k) n r = n1 n2 w = − (i ⋅ n) n surface k = 1+ (w − r) (w + r) t = −cn + i c ≈ 1.0 θ2 t 31 32 33 • • • • • • • • 34 35 • • • 36 • Whitted [1980] • • • • 37 38 • • • • • • • • 39 40 Cook[1984] 42 • • • • • 43 44 45 • • • • • • • 46 47 • • • • • • • 48 49 • • • • • • • 50 51 52 53 Precomputed Radiance Transfer • Sloan[2002] • Microsoft • Direct X9.0c • • • • • • • • →2011 Disney 54 55 DirectX PRT PRT 56 DirectX PRT 57 PRT Precomputed Local Radiance Transfer for Real-Time Lighting Design Kristensen[2005] 58 PRT Local, Deformable Precomputed Radiance Transfer Sloan [2005] 59 All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation Ng[2003] 60 Instant Radiosity 光源の配置 光源から光を放射して 各点の陰影付け 各点を点光源にして 陰影計算 61 SiliconStudio YEBIS 62 • • https://github.com/tokoik/ggsample12 • mirror.vert simple.vert • main.cpp mirror.vert n = (0, 1, 0) p = (0, 0, 0) • • • mirror.vert • main.cpp • mirror.vert [email protected] 63