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Global illumination test scenes

Global illumination test scenes
Global illumination test scenes

Global Illumination Test Scenes

Brian Smits

University of Utah

Henrik Wann Jensen

Stanford University

University of Utah Technical Report UUCS-00-013

https://www.wendangku.net/doc/677610899.html,/?bes/papers/scenes

Abstract.The global illumination community has discussed having a database

of scenes that could be used to compare and validate different global illumination

algorithms.We present a set of test scenes for global illumination algorithms and

propose that they be the beginning of such a database.These scenes are designed

to be as simple as possible and still test a particular aspect of energy transport.

The scenes are available on a web site in a variety of formats,along with images

and pixel radiance data.We feel that the simplicity and availability of the models

will make it easier for the community to use them,and that the?eld will bene?t

from a standard set of scenes.Additionally,we discuss classes of models with

analytic solutions.

1Introduction

In the late1980’s,research in ray tracing bene?ted from the adoption of a standard set of models(the SPD)created by Eric Haines[2].By having a common set of models and the resulting images used by many different people,it was fairly easy to tell if a new acceleration scheme was reasonable,and have some idea on how it compared to others.This set of models was highly effective,and continues to be used today.

The global illumination community could bene?t greatly by having a similar set of models for testing and comparing algorithms.Greg Ward Larson has made a number of models available in his Material and Geometry Format(MGF)as part of Radiance[4]. These models have proven very useful for testing performance and overall image ap-pearance for different rendering algorithms.Peter Shirley developed a set of models for comparison purposes1.

In this paper we propose another set of simple test scenes.We decided to focus only on global energy transfers between surfaces.Each test scene has been designed to test different modes of transport and as such stress different parts of a given renderer.We have deliberately decided to ignore color(or spectral)information,complex re?ection models,complex luminaires,and participating media.These are quantities that are represented differently by just about everyone,and new test scenes will probably not be used if they force people to make signi?cant changes to their rendering system. Additionally,the set of models should ideally satisfy several constraints:?each should test a single aspect of global transport algorithms.

?they should require a minimal rendering framework to compute a solution.

1available at the MGF reposity https://www.wendangku.net/doc/677610899.html,/mgf/

?they should allow easy translation between formats and reasonable replication.

?models and benchmark data should be in an easily accessible repository2.

The goal of simplicity directly con?icts with testing geometric complexity,which was left out for two reasons.First is that it is hard to parameterize complexity.What is complex for one algorithm is often handled easily by a slightly different algorithm, potentially requiring many different models to cover the space well.Additionally,com-plex models would in general test many different aspects of the transport problem,com-plicating the results.Another form of complexity is in the description of the scenes.Our most complicated scene presented has9blocks and a square light.That and the regular layout should make it possible to create close approximations of them from the text and ?gures.While this may not make it possible to compare images pixel by pixel,it does make qualitative comparisons possible.

The reader is assumed to be familiar with various rendering techniques.A good place to start is Glassner[1].First we will describe a class of environments that have analytic solutions.In Section3the set of scenes is described.

2Scenes with Analytic Solutions

One of the bene?ts of having benchmarking scenes and images is that it can help verify that an algorithm is computing correct solutions.One technique that can help with this task is to use environments that have easily computed analytic solutions.The simplest analytic test case is to compute the direct transfer from an emitting polygon to a re-ceiving plane.This can be compared at each point with the analytic differential area to area form factor.As analytic unoccluded direct illumination is often built into global illumination algorithms,it does not always test anything useful.

Another simple type of test environment for global illumination is the furnace.The name for this class comes from a property of a furnace in thermal equilibrium.In this situation,at every point and direction the emission at each wavelength exactly cancels out the absorption at that wavelength,and the interior has a completely uniform ap-pearance,causing all geometric features to disappear.We can create a version of this for global illumination with an enclosed environment where every surface has the same diffuse re?ectivityρand emitted radiance L e.Now the solution at any point is

L(x)=

1

1?ρ

L e.(1)

The simplest proof of this involves simulating a naive path tracer.At each bounce,L e at the current point is weighted by the current ray weight,and the current ray weight is scaled byρ.This gives the contribution for any in?nite path as

L path=

d=0

ρd L e.(2)

A slight modi?cation on this is to include any object that absorbs and emits no energy into the scene(an perfect,but not necessarily specular,re?ector).This object simply changes the direction of a path based on its BRDF(perfect importance sam-pling).This bounce can be ignored for the purpose of counting the depth,as it has 2https://www.wendangku.net/doc/677610899.html,/?bes/graphics/scenes

Fig.1.Overview and solution for the emission test case.

no effect on the accumulated weight or returned luminance.Therefore the above path tracing proof still holds.

Although furnaces allow analytic solutions for complex environments,the path trac-ing proof shows a?aw for using them to verify a brute force path tracer.Since any ray in any direction contributes the same amount to the calculation,the path tracer may be distributing rays incorrectly without that showing up as an error in the solution.These environments do work very well for testing?nite element approaches.

The property that allows the basic furnace to be evaluated analytically is that every point has the same incident radiance distribution at every bounce,therefore the solution simply involves calculating the in?nite sum.This property can be generalized by look-ing at environments partitioned into n subsets P i where all points in P i have exactly the same view of the world on bounce d.This creates a simple?nite element systems of low dimension.These are easiest to?nd when n=2,such as a pair of in?nite planes or concentric spheres each with different BRDF’s and emissions.

3Test Scenes

One of the primary goals in creating these models was simplicity.For that reason,the geometric primitives are all polygons,there are two triangles in one scene(that could be ignored if needed),and the rest are rectangles.The objects are all solid,except for the lights which are represented as single rectangles that emit only on the front facing side. There are a total of three different materials in the scenes.In the?rst four there are only two,a diffuse re?ector with re?ectivity of.5and a diffuse(Lambertian)emitter with re?ectivity of0and an emitted radiance of1(all results are for a single wavelength).In the?nal scene there is also a perfect mirror,with specular re?ectivity of1.

All of the reference images have been rendered using path tracing[3]with100000 samples per pixel and with a resolution of256x256.

3.1Emission Test

This scene is composed of two rectangular lights illuminating a ground plane.The right rectangular lights is tessellated into10by10polygons,and the left is a single polygon (Figure1).The scene tests accurate unoccluded transfer from lights to receivers.In particular,it checks sampling algorithms and that the effect of the100small lights is

Fig.2.Overview and solution for the shadow test case.

Fig.3.Overview and solution for the huge test case.

equal to the the single large light.The symmetry of the image allows a simple sanity check by?ipping the image across the vertical axis and comparing it with itself.

Most algorithm methods should be able to compute an arbitrarily accurate solution to this environment given enough time.Mesh-based approaches may have some trouble with the singularity at the corners,and algorithms that draw samples from the light may have trouble as the distance to the light goes to zero.

3.2Shadow Test

This scene tests accurate transfer in the presence of occluders.It contains a single light source,8long beams,and a ground plane(Figure2).The light is rotated so that it is parallel to the plane formed by the tops of the lower set of beams and so that its edges are parallel with the major edges of the lower set of beams.The height between the occluding objects and the?oor varies from penetrating the ground plane to high enough to eliminate the umbra.The orientation of the light causes D1shadow discontinuities on the ground plane.

Fig.4.Overview(left)and solution(middle)for the secondary test case.A simple modi?cation creates a scene with a re?ected caustic(right).

3.3Large Spatial Extent

This scene has a large spatial extent,however the camera is positioned on a very small portion of the scene.The scene itself consists of a large ground plane,light,and blocker directly below and the same size as the light.Underneath the large blocker is a small light and blocker pair scaled down in width and depth by a factor of10.The small light aims up.The camera looks under the large blocker(Figure3).Algorithms that compute global solutions or sample lights based on the energy of each light may have trouble getting a high enough accuracy over the visible pixels,as99%of the energy in the scene is due to the large light,but much of the visible energy is due to the small light.

3.4Complex Illumination Paths

This scene checks complex illumination paths.It consists of a ground plane with a light underneath.The light shines on a diffuse surface to the side of the ground plane.All illumination on the visible objects is from this secondary luminaire(Figure4).The secondary luminaire and the block on the ground plane create a very de?nite shadow and the light re?ected off the block creates a visible indirect effect.Light can arrive in the umbra of this shadow only after3or more other interactions with diffuse surfaces.

A simple change to this scene can create a good test of the correct handling of specular objects.Replacing the diffuse cube with a mirrored cube creates a scene with a re?ection of a caustic caused by a secondary source.It also eliminates the possibility of light reaching the umbra.

3.5Geometric Accuracy

This model consists of3cubes and a wedge on a ground plane(Figure5).It contains a few of the more common geometric problems in models.The leftmost cube penetrates the ground plane by1%of its height.The rightmost cube is raised above the ground plane by1%.A corner of the center cube sticks through the ground plane as well. The center object is a wedge viewed from the thin side.All objects are rotated slightly from alignment with the ground plane axes.Many rendering methods that store energy on surfaces or volumes will have trouble with light or shadow leaks near the point of the wedge.Some ray tracing based approaches using tolerances may exhibit a similar problem here as well,as the shadow rays may start on the wrong side of the wedge.The

cubes check the robustness of meshing algorithms.

Fig.5.Overview and solution for the geometric test case.

4Discussion

The purpose of these scenes is not to break as many algorithms as possible,it is to exercise these algorithms.Passing these tests doesn’t mean all real environments are easily and accurately rendered.All of these scenes could be made more dif?cult.As the area of the diffuse secondary luminaire in the caustic scene gets smaller,many algorithms get much less ef?cient.If the mirror cube in that scene is replaced by a sphere,some approaches break.These simple changes show where different algorithms break in a quick and easy manner.

One of the obvious things missing from the description of the test scenes is the run-time it took to generate the images.The scenes we present are not realistic.Algorithms should probably not be optimized for these cases.Some of the scenes create situations where ef?ciency issues show up,such as the101lights in the emission test.This can serve as a good reminder of some of the common assumptions on scenes.

There are a range of useful levels of adoption for a database of test scenes.These can be characterized as:

?Everyone uses these models,and agreed upon benchmark images are regularly used for testing and comparing accuracy.

?The repository grows with the addition of test scenes from other work,allowing comparisons between algorithms,but no single set of scenes becomes standard.

?The community uses the test names and similar models to discuss strengths and weaknesses of existing and new algorithms.

The?rst is pretty optimistic,both in assuming a universal standard and in assuming that this set of models captures every aspect worth testing in current and future algorithms. The second seems much more likely,and becomes especially useful with a maintained repository of models and data.Even the last is bene?cial,however,as it allows a much less ambiguous way of describing cases where algorithms do or do not work.

5Acknowledgments

Thanks to the reviewers from the Rendering Workshop2000for their helpful com-ments.Thanks to Peter Shirley for the simple path tracing proof for the furnace.All

models were created using Maya,generously donated by Alias|Wavefront.This work was funded by NSF grant97-20192and DARPA DABT63-95-C0085. References

1.G LASSNER,A.S.Principles of Digital Image Synthesis.Morgan-Kaufman,San Francisco,

1995.

2.H AINES,E.A.A proposal for standard graphics environments.IEEE Computer Graphics

and Applications7,11(Nov.1987),3–5.

3.K AJIYA,J.T.The rendering equation.In Computer Graphics(SIGGRAPH’86Proceedings)

(Aug.1986),D.C.Evans and R.J.Athay,Eds.,vol.20,pp.143–150.

4.L ARSON,G.W.,AND S HAKESPEARE,R.Rendering with Radiance.Morgan Kaufmann,

Los Altos,California,1998.Explains Radiance rendering system,comes with CD of software.

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3、多读英文原版教材和文章,理解词的具体运用和英美法律制度,扩大词汇量。 4、多看他人有关文章、著作及有关法律的正式英文译本,去伪存真。前提是你的知识量足够大,能一眼看出其真伪对错。《中国翻译》、《上海翻译》、《中国科技翻译》经常刊载法律翻译方面的文章,可惜多为泛泛之作,少见精品。 关于如何学好法律英语,我的经验大体就这些。但如果要作一个好的法律翻译,这些显然是不够的,这又是另外一个话题了。 关于如何学好法律英语,每个人的基础不一样,学习的习惯也不一样,所以很难有一个"万精油"的方法。 这里仅有几点个人经验,供参考: 1.坚持看原版的法律新闻,最好的地方如下: https://www.wendangku.net/doc/677610899.html,/ ,如果上网方便,最好每天去一次,哪怕是时间只够把新闻标题看完…… 2.坚持用原版的法律词典,最好的当然是black’s law dictionary,不过,这两个地方的法律词典也不 错:https://www.wendangku.net/doc/677610899.html, ,https://www.wendangku.net/doc/677610899.html, .当然,刚开始用原版的法律词典可能有些不习惯,从长远来看,这是非常有好处的。 3.坚持读原版的法律书籍, 4.坚持听原版的法律节目,cnn和abc及bbc每周都有与法律有关的节目,这些节目网上也可以收听,只不过要通过代理服务器,还好,这个网站可以访问:https://www.wendangku.net/doc/677610899.html, , 只是这里的节目没有原文对照,听起来有些难。还有一些:坚持分析原版的案件,坚持用英语写读书笔记和日记,坚持用英语思考,用英语和朋友,和

剑桥雅思11口语 Test4 Part3

雅思为各位考生推荐复习材料-剑11口语 Test4 Part3-Different types of TV programmes,需要本教程其他单元的口语范文,请点击:剑11口语 Test3 Part1范文-Photographs;剑11口语 Test3 Part2范文-weather;剑11口语 Test3 Part3范文-Types of weather。 Discussion topics: Different types of TV programmes Example questions: What are the most popular kinds of TV programmes in your country? Why is this? Do you think there are too many game shows on TV nowadays? Why? Do you think TV is the main way for people to get the news in your country? What other ways are there? TV advertising Example questions: What types of products are advertised most often on TV? Do you think that people pay attention to adverts on TV? Why do you think that is? How important are regulations on TV advertising? 题目一:What are the most popular kinds of TV programmes in your country? Why is this? 1.结构提示: There are so many kinds of TV programmes are popular in my country The and are very popular TV programmes in my country for they targetas the main audience 2.要点提示: TV play/TV series/ups and downs in the plot/kill time/ amusing/down to earth/depict common people’s life 题目二:Do you think there are too many game shows on TV nowadays? Why? 1.结构提示: Exactlyhttps://www.wendangku.net/doc/677610899.html,/ielts/cb11/ I don’t make a comment because I never see

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