03 - Ray Tracing Flashcards

1
Q

What’s the “Parametric Representation”

A
  • independent variables
  • equations for all variables
  • plugging in all permissible parameter values yields structure

e.g.:
x = r * cos(t); y = r * sin(t); t = [0,,2PI)

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2
Q

What is the “Explicit Representation”

A
  • structure represented by a function

e.g.:
y = f(x)

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3
Q

What is the “Implicit Representation”

A
  • structure represented as solution set of system of equations

e.g.:
G = { (x, y) | ax + by + c = 0 ∧ a, b, c ∈ ℝ, a ≠ 0 ∨ b ≠ 0}

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4
Q

What’s the principle of a “Pinhole Camera”? What is based on this principle?

A
  • small hole in wall
  • outside light generates mirror-inverted image on inside

-> base for “Virtual Camera”

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5
Q

What defines a “Virtual Camera” (3)

A
  1. position and viewing direction
  2. orientation of vertical axis
  3. image plane (width, height, distance in front of camera)
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6
Q

What’s “Object-Order Rendering”

A
  • “Rasterization”
  • sequence of all objects in scene
  • determine pixels, affected by object
  • determine pixel color (opacity of objects)
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7
Q

What’s “Image-Order Rendering”

A
  • “Ray Tracing”
  • sequence of pixels
  • determine objects visible at pixel
  • determine pixel color (opacity of objects)
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8
Q

What’s the principle of “Ray Tracing”? Of what parts is “Ray Tracing” made off (3)

A
  • one pixel after another
  • view ray from camera through pixel
  • first object to intersect is sought
  • color for pixel is computed

-> ray generation
-> ray intersection
-> shading

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9
Q

What are “Barycentric Coordinates”

A
  • given k points P1, …, Pk ∈ ℝ^n | (k ≤ n+1)
  • Q = 𝜆1P1+𝜆2P2+…+𝜆kPk
    -> 𝜆1, …, 𝜆k = “Barycentric Coordinates” of Q w.r.t. points P1, …, Pk
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10
Q

What’s a “Simplex”

A
  • region of points Q where 0 ≤ 𝜆i ≤ 1 holds for the Barycentric Coordinates
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11
Q

How do you calculate the “Barycentric Coordinates” for a triangle

A
  • 𝜆1 = A⊿(Q, P2, P3) / A⊿(P1, P2, P3)
  • 𝜆2 = A⊿(P1, Q, P3) / A⊿(P1, P2, P3)
  • 𝜆3 = A⊿(P1, P2, Q) / A⊿(P1, P2, P3)
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12
Q

How to check if a point is inside a triangle

A
  • if “Barycentric Coordinates” add up to 1 and are all ≥0
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13
Q

What is the “Barycentric Interpolation”

A
  • colors c1, c2, c3 vertices of triangle
  • color cQ at Q with Barycentric Coordinates
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14
Q

How is a “Virtual Camera” defined for “Ray Generation”? How is the image plane defined? How is the “View Ray” defined?

A

Virtual Camera:
- e: position (= projection center)
- z: aim point
- up: up vector
- w: negative view
- u = up x w
- v = u x w

Image Plane:
- d: distance to camera
- l: left border
- r: right border
- b: bottom border
- t: top border
- s: aim point (between borders of image plane)

View Ray:
r(t) = e + td | d = (s - e) / ||(s - e)||

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15
Q

How to calculate intersection point(s) of ray and sphere

A
  • parametric ray representation
    -> r(t) = e + td
  • implicit representation of sphere
    -> ||x - c||^2 - r^2 = 0
  • plug in ray for x
  • solve for t
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16
Q

What are the two extrema of “Illumination”

A
  • specular reflection (angle of incidence = angle of reflection)
  • diffuse reflection (equal reflection in all directions)
17
Q

What is the “Bidirectional Reflectance Distribution Function”? What are its inputs?

A
  • radiometric concept to model reflection at a surface point
  • proportion of light from incoming direction that gets reflected in outgoing direction at point x
  • 𝝎i: direction of incident irradiance
  • x: point of reflection on surface
  • 𝝎r: direction of outgoing radiance

directions 𝝎 can also be described by two angles θ and ϕ

18
Q

How is a “Bidirectional Reflectance Distribution Function” measured

A
  • Gonioreflectometer
19
Q

What are the parts of the “Phong Shading Model” (3)

A
  • ambient: indirect illumination, light from other surfaces
  • diffuse
  • specular: imperfect mirroring
20
Q

What’s the “Lambertian Reflection”

A
  • perfectly diffuse model
  • determine intensity
  • incoming intensity * diffuse reflection coefficient (wavelength dependent) * cos 𝜃
    => incoming intensity * diffuse reflection coefficient (wavelength dependent) * (N * L)
21
Q

What’s “Specular Reflection”? Where does it occur?

A
  • perfect mirroring
  • in direction of R = (N * L) * 2N - L
22
Q

What are “Highlights”? How are they calculated?

A
  • non perfect reflections
  • dependent on “Specular Reflection” and angle to it
  • incoming intensity * specular reflection coefficient * cos^n 𝛼
    =incoming intensity * specular reflection coefficient * (R * V)^n
  • with R being perfect mirror direction and V being view direction
  • n is called “Phong exponent” or “Shininess”
23
Q

What are the parts of the “Phong Reflection Model” (3)

A
  • Ia: ambient intensity
  • Id: diffuse intensity
  • Is: specular intensity

=> I = Ia + Id + Is

=> I = ka * IL + kd * IL * (N * L) + ks * IL * (R * V)^n

24
Q

How does “Flat Shading” work

A
  • face normal used for illumination
25
Q

How does “Phong Shading” work

A
  • illusion of smooth curved surface
  • interpolation of “Vertex-Normals”
  1. compute “Face Normals” for triangles
  2. each vertex -> sum face normals (opt.: scale by area)
  3. “Normalize” vertex normals
    * introduce point Q *
  4. compute Q = 𝜆1P1 + 𝜆2P2 + 𝜆2P2
  5. calculate nQ = 𝜆1n1 + 𝜆2n2 + 𝜆2n2
  6. normalize nQ
26
Q

How are shadows handled / calculated? What problem can occur here and why? What’s a solution for this?

A
  • send “Shadow Ray” from object to light source
  • if it intersects another object -> shadow

problem:
- finite accuracy (floating point numbers) -> ray might intersect surface itself
solution:
- test if object has been intersected once more (for convex objects)
- start ray a bit further away from surface

27
Q

What types of “Primary and Secondary Rays” are there? How are they used

A

P: primary ray (from camera to object)
R: reflection ray
S: shadow ray
T: transmission ray

-> recursive calculation of rays (with set recursion depth)
-> weight rays by their reflection coefficient

28
Q

What’s “Shell’s Law of Reflection”?

A
  • describes change of direction of light when transmitting form one medium to another
    -> different refraction indices needed
29
Q

What is “Distributed Ray Tracing”? What are “Soft Shadows”?

A
  • shoot multiple rays into one direction
    -e.g. shadow rays: multiple rays onto light source
  • same principle for mirroring and transmissions
    -> image looks softer / not too immaculate
30
Q

What are the parts of the “Rendering Equation”

A

L(x, 𝝎) = E(x, 𝝎) + ∫Ω+ f(x, 𝝎i -> 𝝎) * Lin(x, 𝝎i) * cosθi d𝝎i

L: radiance
E: emission term
f: BRDF

Ω+ and cosθi => Integration over positive hemisphere (arriving light)
f(x, 𝝎i -> 𝝎) => bidirectional distribution function (how much light gets reflected at certain angles)
Lin(x, 𝝎i) => incoming radiance

31
Q

How can you create “Motion Blur”

A
  • calculate ray tracing for times in time interval
  • average out all values
32
Q

How can you create a “Depth of Field”

A
  • create virtual lens
  • choose point in lens -> rays get focused in focal plane