Archive for the ‘lighting’ tag

Ray Tracing (Yet Again)

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I obviously must enjoy writing basic ray tracers…

My recent realization has been that developing in Javascript – or more precisely in a browser-enabled language – makes a lot of sense for me at this point.  Immediately demonstrable results along with a flexible, dynamic language for experimentation are higher utility than highly optimized offline compilation for my goals.  At least for now.

So, I’m working on rewriting the LxEngine ray-tracer and ShaderBuilder in Javascript.  I’m rather excited about the possibilities that a dynamic language will open.  In any case, it’s still at a very early stage but I’m excited by the rapid progression:

Written by arthur

December 27th, 2011 at 7:30 pm

Adaptive Multisampling for Area Lights

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I recently added a first pass at area lights in the ray tracer. They are rather limited at the moment as the only point lights are supported and their shape is fixed as a sphere of user-controllable radius r. The sampling is only an approximation and non-uniform, but the results are good enough for now:

Basic Lighting Equation and Shadow Term

The basic lighting equation we’re using is something like this:

$$ I = I_A + \sum S\cdot (I_D + I_S) $$

where $S$ is our shadow term. Prior to adding area lights, the $S$ term was a boolean value that determined whether a light should or shouldn’t contribute light (i.e. energy) to the surface (i.e. “add color” to it). This is basic Computer Graphics 101 Shadows – nothing special.

With area lights, $S$ now represents a “coverage” value from 0.0 to 1.0 representing an approximation of what percentage of the light surface is visible at the point being illuminated. That value is then used to scale the energy of the light passed into the rest of the equation.

The Pseudo-Code

Here’s the basic algorithm being used:

  • If shadows are not enabled, shadow term = 1.0
  • else…
  • If the light radius is zero (i.e. a true point light, not an area light), return the classic boolean 0/1 value for the shadow term
  • else…
  • Create a disc (circular region in 3-space) around the light, oriented toward the intersection point
  • Sample at the disc center and at N points around the circumference
  • If all those samples yield the same value (i.e. 0 or 1), then return that value
  • else…
  • Do many more samples to random locations on the disc representing the light surface and use the mean (i.e. average) value as the shadow term

The Code

A goal of LxEngine is to keep the code base as self-explanatory as possible, so hopefully the code largely speaks for itself:

Adaptive Shadow Term Sampling

float _shadowTerm (const point_light_f& light, const intersection3f& intersection)
{
    if (environment.bShadowsEnabled)
    {
        const float radius   = light.area.radius;
        const float baseTerm = _shadowTermSingle(light.position, intersection);
 
        //
        // Check if the light is an area light, if so take multiple samples
        //
        if (radius > 0.0f)
        {
            //
            // Compute a 3-space disc about the light oriented toward the interesction point
            // 
            const vector3f L    (normalize(light.position - intersection.positionWc));
            const disc3f   disc (light.position, L, radius);
 
            auto sampler = [this, &intersection](const glgeom::point3f& pt) -> float
            {
                return _shadowTermSingle (pt, intersection);
            };
 
            //
            // Take several samples along the circumference of the disc to get an 
            // some sort of guess at the variance.  If the light is not completely
            // visble or completely obscured, then generate far more samples using
            // a random distribution on the disc to come up with a estimate as to
            // what percentage of the disc is visible from the intersection point.
            //
            const size_t kInitial = 6;
            const size_t kFull = 512;
            const float  kEpsilon = 1e-4f;
 
            const float term = sample_disc_circumference<float>(disc, kInitial, sampler);
            float value = glm::mix(baseTerm, term, 1.0f / float(kInitial + 1)); 
            if (value > 1.0f - kEpsilon || value < kEpsilon )
                return value;
            else
                return sample_disc_random<float>(disc, kFull, lx0::random_unit, sampler);
        }
        else
            return baseTerm;
    }
    else
        return 1.0f;
}

Code for Sampling the Circumference

Why do we sample the circumference? The assumption, which certainly isn’t true in the most general case, is that it’s most likely that if the light is partially obscured, one of the boundary points on the light surface will have a different shadow term than some other point on the boundary (or the surface center). Again, that’s not mathematically correct, but we’re assuming it’s accurate enough of the times for the kind of data sets we’re dealing with…

Sampling Along the Circumference of a Disc

GLGeom provides the functions we need to easily generate a set of samples along the circumference:

template <typename T>
T 
sample_disc_circumference (
    const glgeom::disc3t<T>&                     disc,
    size_t                                       samples, 
    std::function<T (const glgeom::point3t<T>&)> sampleFunc)
{
    auto offsets = perpendicular_circular_set(disc.normal, samples);
 
    auto sum = T(0);
    for (auto it = offsets.begin(); it != offsets.end(); ++it)
    {
        sum += sampleFunc(disc.origin + disc.radius * (*it));
    }
    return sum / T(samples);
}

…which in turn uses a function to generate a set of vector orthogonal to a base vector…

Generating a Set of Equally-Spaced Vectors Perpendicular to a Base Vector

template <typename T>
std::vector<vector3t<T>> 
perpendicular_circular_set (const vector3t<T>& w, int N)
{
    typedef vector3t<T> vector3;
    typedef T           scalar;
 
    vector3 u,v;
    perpendicular_axes_smooth(w, u, v);
 
    std::vector<vector3t<T>> results;
    results.reserve(N);
 
    scalar step = glgeom::two_pi().value / N;
    for (int i = 0; i < N; ++i)
    {
        scalar ang = (glgeom::pi().value * i) / N;
        scalar x = cos(ang);
        scalar y = sin(ang);
 
        vector3 p = x * u + y * v;
        results.push_back(p);
    }
    return results;
}

…which in turn uses a function to generate an arbitrary, but consistent and “continuous”, perpendicular vector from the base…

Generating an Continuously-Defined, Arbitrary Basis About a Vector

template <typename T>
vector3t<T>
perpendicular_axis_smooth (const vector3t<T>& w)
{
    vector3t<T> sum;
 
    auto q = abs(w);
    sum += (T(1) - q.x) * cross_with_x(w);
    sum += (T(1) - q.y) * cross_with_y(w);
    sum += (T(1) - q.z) * cross_with_z(w);
 
    return normalize(sum);
}
 
template <typename T>
void
perpendicular_axes_smooth (const vector3t<T>& w, vector3t<T>& u, vector3t<T>& v)
{
    u = perpendicular_axis_smooth(w);
    v = normalize(cross( normalize(w), u ));
}

…and lastly we have the case where we want to randomly sample from the disc…

Randomly Sampling from a Disc

One point worth noting: this is not a uniform sampling from the disc. A uniform sampling would mean that given an infinite number of samples for any given area of the disc, the same number of samples would fall in that area as any other same-sized area within the disc.

Assuming our randomFunc below does return uniform values ranged from $[0,1)$, the below function clearly is not uniform across the disc as the area of the disc varies with $r^2$ and the radius value has a uniform, linear distribution.

Uniform sampling from the disc is being saved for another day. One thing at a time.

template <typename T>
T
sample_disc_random (
    const glgeom::disc3t<T>&                     disc, 
    size_t                                       samples, 
    std::function<T ()>                          randomFunc,
    std::function<T (const glgeom::point3t<T>&)> sampleFunc)
{
    // Create a basis from the normal direction
    glgeom::vector3t<T> u, v;
    perpendicular_axes_smooth(disc.normal, u, v);
 
    //
    // Sample from within the disc
    //
    T sum = T(0);
    for (size_t i = 0; i < samples; ++i)
    {
        // Generate a random point within the disc, then transform to 3-space
        glm::detail::tvec2<T> offsetDisc (randomFunc(), randomFunc());
        offsetDisc = (2 * randomFunc() - 1) * disc.radius * glm::normalize(offsetDisc);
 
        const glgeom::vector3t<T> offsetWs = u * offsetDisc.x + v * offsetDisc.y;
 
        sum += sampleFunc(disc.origin + offsetWs);
    }
    return sum / T(samples);
}

GLSL Shader Progress

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The LxEngine code now an improved GLSL shader pipeline for triangle rendering.  The engine has received a couple architectural improvements as well, but the focus was primarily on learning the basics of GLSL.

  • Support for multiple lights with basic per-pixel Blinn-Phong shading
  • The geometry shader can optionally generate per-face normals or pass through per-vertex normals
  • Support for a simple fixed-color point shader
  • Support for multi-stream OpenGL vertex buffer objects (VBOs)
  • Removed all direct OpenGL references from the main Renderer class; all GL calls implemented behind an IDriver interface
None of this is groundbreaking, so I don’t have much commentary on the above.  The next step is to continue work on the lighting properties and material properties.  [Note: it also looks like the ray-tracer has a defect with the light positioning, which explains the mismatch in the specular highlight locations and attenuation differences.]
Target result from the ray-tracer

Current OpenGL 3.2 rasterizer results

Written by arthur

April 4th, 2010 at 8:52 pm

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Scene Graph Update

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Status Update
The rasterization code base has been improved significantly.  The image below still hasn’t hit critical mass to present anything self-evidently impressive, yet it does in fact encompass numerous improvements to the engine.

PLY file loading
Why PLY files?  Numerous academic sites have PLY files available for use, for example Stanford.   Of particular interest is the Georgia Tech Large Geometric Models page.  For now, the code is only loading a basic sphere and cube; however, the import architecture is now in place that larger models can be handled.

There’s plenty of information and code available on the internet for supporting this format.

Scene Graph Attributes
I’ve mentioned in prior posts, I would like the scene graph to adopt a CSS-like attribute model.  In CSS terminology, the scene graph has “specified values” which may have relative values like “80%” or “inherit” whereas the renderer needs “computed values” that are exact values like “120 pixels” or “red”.   As a first step towards this architecture, the scene graph now has a pluggable Attribute class which handles the transformation applied to the sphere and cube elements in the scene.  The Traversal class (a Visitor implementation) computes the values and then the Driver interface works only with these computed values.

The attribute computation uses a simple stack-based pattern.  The traversal starts and at each node of the scene graph, the list of current values for each attribute is pushed.  When the node is done, the list is popped. This makes inheritance of parent attributes trivial.

An important implementation note: the push/pop mechanism mirrors OpenGL’s glPushAttrib() function in that a mask is used for sub-sets of the full list of all attributes.  During the traversal, an internal mask is kept that automatically tracks which attribute sub-sets are modified.  E.g. when the current “color” is modified, the bit for the subset of attributes including color is marked.   This allows the attribute push() itself to do nothing but push the current attribute mask value (a simple push of an int.)  The actual attribute values themselves are not pushed until a modification to one of them first occurs.  Correspondingly, the pop() then only needs to pop the sub-sets that were actually modified by that node upon node exit.   This is important because the set of attributes could be potentially very large, but a simple scene graph transformation node might be modifying only one attribute in that whole list.   Also note: the Scene Graph tracks the push/pop masks internally – from the perspective of the client nodes it effectively appears that the whole stack is pushed and popped.  No manually tracking of the masks is needed such as is needed with a low-level API like glPushAttrib().

Geometry Shader
The pipeline also supports geometry shaders.  A minimal geometry shader is used above to automatically compute the normal of each face.  This isn’t a very practical use of the geometry shader – since eventually per-vertex normals will likely be the common case – but it is a sufficient demonstration of a working geometry shader to verify the architecture.

Lighting
The fragment shader has been updated to provide some fixed lighting based on the deviation between the normal direction and the eye direction.  The screenshot is not actually doing Phong-Blinn with flat shading interpolation, but rather is using a quick approximation simply to verify the normals.  Note the face color, not only intensity, is determined via the direction of the normal.

Written by arthur

March 7th, 2010 at 11:42 pm

Posted in lxengine

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