Cornell Box Stage Two: Light Transport Simulation
Cornell University Program of Computer Graphics
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Note: This page describes stage two of a research framework for global illumination which was first presented at a special SIGGRAPH session in August of 1997. The full text of the paper is available from the Program of Computer Graphics on-line publications.

The general equations to simulate the light transport for global illumination have been well known [KAJI86], but until recently neither the processing power nor the first stage of our framework, physically based reflection models, were available to perform accurate simulations.

Most algorithms make simplifying assumptions, for the BRDF function, for the visibility computation, and for the solution of the integral equation over all incoming and outgoing directions. The two most common methods used are ray-tracing, introduced to the graphics community in 1979 [WHIT80], and radiosity, first presented five years later [GORA84]. Although during the past fifteen years many improvements have been made, neither of these commonly used algorithms are exact, each neglecting various and significant mechanisms of light transport.

Ray Tracing

In essence, ray tracing reduces the BRDF expression to only include the path in specular direction [KAJI86], thus simplifying the computations but ignoring diffuse-diffuse and specular-diffuse interactions [WALL87]. Cook added a probabilistic framework to ray tracing to account for more phyiscal effects [COOK84], and Kajiya extended Cook's framework to include all transport paths for a probabilistic view-dependent solution [KAJI86], a method limited in practice by computation limits, but still an active area of work [LAFO96][VEAC95][WARD94].

Radiosity

Traditionally, view-independent radiosity-type solutions have been computed by boundary element methods. These methods work by interleaving the computation of the global light transport and the local ligthing representation. In essesnce, these approaches model the transport processes by determining the "form-factor", the percentage of illumination leaving one surface element and reaching another. To create h igh quality images, the requirement of very find local representation, particularly in areas of high illumination gradients, e.g., shadow boundaries, gives rise to an exponential increase in elements. This combination of operations involving high global and high local complexity causes an explosion in resource consupmption in terms of both memory and time.

Despite impressive advances in reducing computational tasks [HANR91][SMIT94][CAMP90][LISC93][TELL94], most schemes to date have been restricted to diffuse environments and static scenes. For more exact solutions, what is necessary is a physically based approach that can handle complex geometric environments with arbitrary reflectance functions, resulting in accurate solutions with known error characteritics.

Density Estimation Framework

For our predictive simulations, we have chosen a density estimation framework which avoids the combination of high local and global complexity by splitting light transport and lighting representation into separate computational stages [WALT97a]. In the transport stage we computer the flow of light between surfaces without ever explicitly reconstructing the lighting on surfaces. Particle tracing is a natural and robust way to simulate this light flow. The representation stage then uses information from the transport stage to explicitly reconstruct the lighting on each surface independently. Since the intensity of the lighting is proportional to the density of light particles, the reconstruction is a density estimation problem [SILV86]. A variety of different density estimation techniques have been applied, but our approach is the only one to date which separates the transport and reconstruction phases. Because each stage has only high global or high local complexity but not both, the individual stages require fewer resouces than finite element radiosity methods, especially in terms of memory. Although computational requirements are still enormous, a major benefit of this approach is that particle tracing can easily exploit coarse-grain parallelism, thus reducing computaton time.

The current implementation reconstructs irradiance function over the surfaces, which amounts to the reconstruction of radiance function for diffuse surfaces only. However, the density estimation framework could be extended to reconstruct the radiance function for non-diffuse surfaces as well. The major unresolved issue is to find an efficient mechanism for storing the directional information. Solutions to this problem are currently being investigated [WALT97b].

Light Transport Measurement and Image Validation

These first two stages of our global illumination framework, we have sought to simulate the light reflection and light transport processes. Measurements and comparisons of the resulting radiometric scene values provide a critical feedback loop to verify the accuracy of our light reflection models and light transport algorithms.

Perceptual Issues

If the results of the first two physical stages are accurate, we then can proceed to the third stage of our global illumination research framework, visual display. Since any comparison must utilize the human vision system, this stage occurs entirely in the perceptual domain.

Goals

In summary, our specific long-term goals for light transport are:
  • Creation of global illumination procedures capable of accurately simulating the light energy transport within complex geometric environments composed of surfaces with arbitrary reflection functions
  • Validation of the global energy transport algorithms through comparisons to measured physical environments
  • Creation of automatic and adaptive techniques for progressive energy transport algorithms
  • Development of physical error estimates for radiometric computations

Lead Researchers and Collaborators

Publications

  • David Hart, Philip M. Dutre, and Donald P. Greenberg, Direct illumination with lazy visibility evaluation, Computer Graphics (SIGGRAPH '99 Conference Proceedings), (33)4, August, 1999, pp. 147-154
  • Donald P. Greenberg, A Framework for Realistic Image Synthesis, Communications of the ACM, (42)8, August, 1999, pp. 44-53
  • Gene Greger, Peter Shirley, Philip M. Hubbard, and Donald P. Greenberg, The irradiance volume, IEEE Computer Graphics & Applications, (18)2, March, 1998, pp. 32-43
  • Donald P. Greenberg, Kenneth Torrance, Peter Shirley, James Arvo, James Ferwerda, Sumanta Pattanaik, Eric Lafortune, Bruce Walter, Sing-Choong Foo, and Ben Trumbore. A framework for realistic image synthesis. In Turner Whitted, editor, SIGGRAPH 97 Conference Proceedings, Annual Conference Series, pages 477--494. ACM SIGGRAPH, Addison Wesley, August 1997.
  • Sumanta N. Pattanaik, James A. Ferwerda, Kenneth E. Torrance, and Donald P. Greenberg. Validation of global illumination solutions through CCD camera measurements. In Proceedings of the Fifth Color Imaging Conference, Society for Imaging Science and Technology, pages 250--253, November 1997.
  • Bruce Walter, Gün Alppay, Eric Lafortune, Sebastian Fernandez, and Donald P. Greenberg. Fitting virtual lights for non-diffuse walkthroughs. In Turner Whitted, editor, SIGGRAPH 97 Conference Proceedings, Annual Conference Series, pages 45--48. ACM SIGGRAPH, Addison Wesley, August 1997.
  • Bruce Walter, Philip M. Hubbard, Peter Shirley, and Donald P. Greenberg. Global illumination using local linear density estimation. ACM Transactions on Graphics, 16(3):217--259, July 1997.
  • Brian Smits, James Arvo, and Donald Greenberg. A clustering algorithm for radiosity in complex environments. In Andrew Glassner, editor, SIGGRAPH 94 Conference Proceedings, Computer Graphics Proceedings, Annual Conference Series, pages 435--442. ACM SIGGRAPH, ACM Press, July 1994.
  • Dani Lischinski, Filippo Tampieri, and Donald P. Greenberg. Combining Hierarchical Radiosity and Discontinuity Meshing. Computer Graphics, Proceedings, Annual Conference Series, 1993, ACM SIGGRAPH, pp. 199-208.

References

  • [CAMP90] A. T. Campbell III, and Donald Fussel. Adaptive Mesh Generation for Global Diffuse Illumination. Computer Graphics, 24(4), Proceedings, Annual Conference Series, 1990, ACM SIGGRAPH, pp. 155-164.
  • [COOK81] Robert L. Cook and Kennneth E. Torrance. A Reflectance Model for Computer Graphics. Computer Graphics , 15(3), Proceedings, Annual Conference Series, 1981, ACM SIGGRAPH, pp. 307-316.
  • [GORA84] Cindy M. Goral, Kenneth E. Torrance, and Donald P. Greenberg. Modeling the Interaction of Light between Diffuse Surfaces. Computer Graphics, 18(4), Proceedings, Annual Conference Series, 1984, ACM SIGGRAPH, pp. 213-222.
  • [HANR91] Pat Hanrahan, David Salzman, and Larry Aupperle. A Rapid Hierarchical Radiosity Algorithm. Computer Graphics Proceedings, Annual Conference Series, 1991, ACM SIGGRAPH, pp. 197-206.
  • [KAJI86] James T. Kajiya. The Rendering Equation. Computer Graphics, 20(4), Proceedings, Annual Conference Series, 1986, ACM SIGGRAPH, pp. 143-150.
  • [SILV86] B. W. Silverman. Density Estimation for Statistics and Data Analysis. Chapman and Hall, London, 1986.
  • [TELL94] Seth Teller, Celeste Fowler, Thomas Funkhouser, and Pat Hanrahan. Partitioning and Ordering Large Radiosity Calculations. Computer Graphics, 28(3), Proceedings, Annual Conference Series, 1994, ACM SIGGRAPH, pp. 443-450.
  • [VEAC95] Eric Veach and Leonidus J. Guibas. Optimally Combining Sampling Techniques for Monte Carlo Rendering, Computer Graphics, Proceedings, Annual Conference Series, 1995, ACM SIGGRAPH, pp. 419-428.
  • [WALL87] John Wallace, Michael Cohen, and Donald Greenberg. A Two-Pass Solution to the Rendering Problem. Computer Graphics, Proceedings, Annual Conference Series, 1987, 21(4), ACM SIGGRAPH, pp 311-320.
  • [WARD94a] Gregory Ward. The RADIANCE Lighting Simulation and Rendering System, Computer Graphics, Proceedings, Annual Conference Series, 1994, 28(4), ACM SIGGRAPH, pp 459-472.
  • [WHIT80] Turner Whitted. An Improved Illumination Model for Shaded Display. Communications of the ACM, 23(6), pp. 343-349, June 1980.

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