上节课内容回顾:Lecture17_材料与应用(Materials and Appearances)

本节课内容主要分为两个部分讲解 “Advanced Topic in Rendering”

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

第一部分:高级光线传播

首先看光传播前沿内容总览:

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

一、无偏的光线传播方法

有偏和无偏定义及区别:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

(一)双向路线追踪(BDPT)

从光源、照相机分别发出路径,再对两条半路路径进行双向连接:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
适用场景及缺点:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

(二)Metropolis 光传播(MLT)

Metropolis是人名,国内相关文献翻译翻译为 大都市光线传播,不准确。

定义:

马尔科夫链:当前有一个样本,生成与其详尽的下一个样本。 ==> “产生更多的样本”

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
适用场景及效果:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
MLT缺点:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

二、有偏的光线传播方法

(一)Photon mapping

定义:

caustics 是指有光线聚焦产生的图案,国内有的翻译为“焦散”是不准确的。因为没有发生“散射”的过程。

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
步骤:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Poton Mapping(光子映射)小结:

why biased?

因为是\(\Delta N / \Delta A\)\(\Delta A\) 是实际的面积,\(\Delta N\)是有限光子,与 \(dN / dA\) 并不能完全相等。所以是有偏的。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

(二)顶点连接和合并(VCM)

Vertex Connection and Merging(简称VCM),在电影中被广泛应用。定义:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

三、Instant radiosity(IR)

定义:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
优点 & 缺点:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

第二部分:复杂外观建模

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

一、非表面模型

(一)Participating media

所谓的是指雾、云等这类效果(材质):
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
定义:
光线传播分为:吸收、散射。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

Participating Media: Rendering
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

应用效果:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

(二)Hair / fur / fiber(BCSDF)

1. Hair Appearance

看两张图即可发现,有的部分有高光区域。

高光类型:有色、无色。

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

  • Kajiya-Kay Model
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
    Kajiya-Kay Model表现结果:
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

  • Marschner Model
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
    Marschner Model原理:
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
    Marschner Model效果:
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

2. Fur Appearance

如果使用人发的材质模拟动物毛皮,效果并不好。如下图对比:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
于是在人发的圆柱模型中,加入髓质,引入了“髓质模型(medulla)”。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
medulla效果:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

  • Double Cylinder Model
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
    使用效果 ——《猩球大战》
    Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

(三)Granular material(颗粒材质)

可以模拟以下材质:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
表现效果:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

二、表面模型

(一)Translucent material(BSSRDF)

这种材质主要是一些类似玉、水母这种透明度的视觉效果,但又不能将其笼统称为半透明材质。效果如下:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
反映到物理上:次表面散射(Subsurface Scattering)
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

散射函数定义:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Dipole Approximation [Jensen et al. 2001]
用两个光源近似次表面反射的效果。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

BRDF vs BSSRDF效果:
BSSRDF渲染后更加圆润逼真:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
BSSRDF: 对方向和面积均要积分。

(二)Cloth

cloth的原理:一股一股细绳编织缠绕而成,eg.下图:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
cloth——对表面渲染:
给定编织模式,计算总体,使用BRDF 进行渲染:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
效果:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

(三)Detailed material(non-statical BRDF)

动机——计算机模拟的并不真实:
例如,下图是计算机模拟效果,很平滑。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
但是,真实世界中的效果,会有类似磨痕一样的视觉效果。于是引入了Detailed material。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Racap : BRDF 微表面
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
Statistical NDF vs. Actual NDF
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
定义细节:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

但是因为计算量太大,导致渲染时间太长:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

逐个追踪单根光线,很多光线其实并没有实际作用。
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

于是solution——BRDF over a pixel
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

Recent Trend: Wave Optics

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

三、procedural appearance

通过加入噪声函数,在没有材质的情况下定义细节,例如下图:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记
复杂的噪声函数,酷炫的应用效果:
Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

Lecture18_渲染前沿话题(Advanced Topics in Rendering)_GAMES101 课堂笔记

由于时间原因,很多细节没有展开细讲。主要是梳理了PPT的脉络。若出现内容等其他问题,欢迎斧正交流。

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