真实感渲染
光照模型 Illumination Model
- 灯光
- 阴影
基于物理的材质 Material
- 明暗
- 纹理
- 透明
- 一种标准的基本属性主要是Metallic-Roughness,另一种标准是Specular-Glossiness,前者对设计师更友好,后者侧重物理属性,保留了反射率F0。
光栅化 Rasterization
光线追踪
消隐技术
全局光照(Global Illumination)
后处理
DLSS
光照模型
局部光照模型
- Lambert漫反射模型
- Gourand光照模型
- Phong光照模型
- Blinn-Phong光照模型
- Cook-Torrance模型
全局光照模型
光线追踪
路径追踪
递归光线追踪 whitted-type
分布式光线追踪 distrubution
双向路径追踪 Bidirectional Path
Metropolis
光子映射 Photon Mapping
基于点的全局光照
辐射度算法
光子映射
Other Topic
Ray Marching
Percentage Closer Soft Shadows (PCSS)
大事记&原文引用
1760
- Johann Heinrich Lambert在其著作Photometria中提出Lambert模型。
- Half-Lambert是Valve公司提出来的算法,为了解决Lambert公式在灰面太暗的问题。”Half Lambert” lighting is a technique first developed in the original Half-Life.
1967
Siggraph(Special Interest Group for Computer GRAPHICS,计算机图形图像特别兴趣小组)成立
光照模型:Wylie等人第一次在显示物体时加入了光照效果。该论文提出,物体表面上一点接收到的光强,与该点到光源距离的平方成反比,且与光照方向和表面发现的夹角有关。
- Chris Wylie, Gordon Romney, David Evans, and Alan Erdahl. 1967. Half-tone perspective drawings by computer. In Proceedings of the November 14-16, 1967, fall joint computer conference (AFIPS ‘67 (Fall)). Association for Computing Machinery, New York, NY, USA, 49–58. https://doi.org/10.1145/1465611.1465619
1968
Arthur Appel 在研究隐藏面消除时提出了光线投射算法(Ray Casting),并首次给出了光线跟踪算法的描述。其具体思路是从每一个像素射出一条射线,然后找到最接近的物体挡住射线的路径,而视平面上每个像素的颜色取决于从可见光表面产生的亮度。
- Arthur Appel. 1968. Some techniques for shading machine renderings of solids. In Proceedings of the April 30–May 2, 1968, spring joint computer conference (AFIPS ‘68 (Spring)). Association for Computing Machinery, New York, NY, USA, 37–45. https://doi.org/10.1145/1468075.1468082
1970
光照模型:Bouknight提出第一个光反射模型,指出物体表面朝向是确定物体表面上一点光强的主要因素,用Lambert漫反射定律计算物体表面上各多边形的光强,对光照射不到的地方,用环境光代替。
- W. Jack Bouknight. 1970. A procedure for generation of three-dimensional half-toned computer graphics presentations. Commun. ACM 13, 9 (Sept. 1970), 527–536. https://doi.org/10.1145/362736.362739
1971
光照模型:Gourand提出的基于“漫反射模型与插值”思想的Gourand模型。对多面体模型,用漫反射模型计算多边形顶点的光亮度,再用增量法插值计算。
- Gouraud, H. (1971). Continuous Shading of Curved Surfaces. IEEE Transactions on Computers, C-20, 623-629. https://ieeexplore.ieee.org/document/1671906
1974
Siggraph开始每年举办计算机图形学顶级年度会议。
Z-buffer算法
- Catmull, E., “A Subdivision Algorithm for Computer Display of Curved Surfaces,” PhD. thesis, Dept. of Computer Science, University of Utah, 1974.
1975
光照模型:Phong提出图形学中第一个有影响的简单光照明模型。模型虽然只是一个经验模型,但是其真实度已达到可以接受的程度。在Phong光照模型的基础之上,相继出现了Goud明暗处理和Phong明暗处理两个增量式光照模型。
- Bui Tuong Phong. 1975. Illumination for computer generated pictures. Commun. ACM 18, 6 (June 1975), 311–317. https://doi.org/10.1145/360825.360839
1976
UV mapping
- James F. Blinn and Martin E. Newell. 1976. Texture and reflection in computer generated images. Commun. ACM 19, 10 (Oct. 1976), 542–547. https://doi.org/10.1145/360349.360353
用于消隐的数据结构
- James H. Clark. 1976. Hierarchical geometric models for visible surface algorithms. Commun. ACM 19, 10 (Oct. 1976), 547–554. https://doi.org/10.1145/360349.360354
1977
光照模型:Blinn-Phong
- James F. Blinn. 1977. Models of light reflection for computer synthesized pictures. SIGGRAPH Comput. Graph. 11, 2 (Summer 1977), 192–198. https://doi.org/10.1145/965141.563893
Shadow Volume
- Crow, Franklin C., “Shadow Algorithms for Computer Graphics,” Computer Graphics (SIGGRAPH ’77 Proceedings), vol. 11, no. 2, pp. 242–248, July 1977.
1978
Shadow Map算法
Lance Williams. 1978. Casting curved shadows on curved surfaces. SIGGRAPH Comput. Graph. 12, 3 (August 1978), 270–274. https://doi.org/10.1145/965139.807402
Development:
- C. Hourcade and A. Nicolas. Algorithms for antialiased cast shadows. Computers and Graphics, 9(3):259–265, 1985.
- Midpoint Shadow Map. Andrew Woo, VII.1 - THE SHADOW DEPTH MAP REVISITED, Editor(s): DAVID KIRK, Graphics Gems III (IBM Version), Morgan Kaufmann, 1992,Pages 338-342, https://doi.org/10.1016/B978-0-08-050755-2.50073-7.
- Mark Segal, Carl Korobkin, Rolf van Widenfelt, Jim Foran, and Paul Haeberli. 1992. Fast shadows and lighting effects using texture mapping. SIGGRAPH Comput. Graph. 26, 2 (July 1992), 249–252. https://doi.org/10.1145/142920.134071
- Shenchang Eric Chen and Lance Williams. 1993. View interpolation for image synthesis. In Proceedings of the 20th annual conference on Computer graphics and interactive techniques (SIGGRAPH ‘93). Association for Computing Machinery, New York, NY, USA, 279–288. https://doi.org/10.1145/166117.166153
- Y. Wang and S. Molnar. Second-depth shadow mapping. Technical Report TR94-019, Department of Computer Science, University of North Carolina - Chapel Hill, Dec. 1994.
- . Fernando, S. Fernandez, K. Bala, and D. P. Greenberg. Adaptive shadow maps. In SIGGRAPH 2001 Conference Proceedings, pages 387–390, 2001.
- M. Stamminger and G. Drettakis. Perspective shadow maps. ACM Transactions on Graphics, 21(3):557–562, July 2002.
感觉是消隐
- Edwin Catmull. 1978. A hidden-surface algorithm with anti-aliasing. SIGGRAPH Comput. Graph. 12, 3 (August 1978), 6–11. https://doi.org/10.1145/965139.807360
太有名了先放在这里
- Turner Whitted. 1978. A scan line algorithm for computer display of curved surfaces. SIGGRAPH Comput. Graph. 12, SI (August 1978), 8–13. https://doi.org/10.1145/988437.988440
1980
光照模型&光线追踪:Whitted提出了Whitted模型,并第一次给出一般性光线跟踪算法的范例。该模型综合考虑了光的反射、折射透射、阴影等。此时的光线追踪才真正的变成一个强大的工具,其将光线投射算法扩展为递归算法(Recursive Ray Tracing)。
- Turner Whitted. 1980. An improved illumination model for shaded display. Commun. ACM 23, 6 (June 1980), 343–349. https://doi.org/10.1145/358876.358882
八叉树?
- Steven M. Rubin and Turner Whitted. 1980. A 3-dimensional representation for fast rendering of complex scenes. SIGGRAPH Comput. Graph. 14, 3 (July 1980), 110–116. https://doi.org/10.1145/965105.807479
1982
光照模型:Cook和Torrance为了克服Phong模型的缺点,提出了一个基于物理光学的表面反射模型—大名鼎鼎的Cook-Torrance微表面模型,使得模型中反射光的位置和分布与实际情况非常接近,因而用它绘制的图形具有很好的质感。
- R. L. Cook and K. E. Torrance. 1982. A Reflectance Model for Computer Graphics. ACM Trans. Graph. 1, 1 (Jan. 1982), 7–24. https://doi.org/10.1145/357290.357293
体积散射 blinn
1983
- 光照模型:Hall和Greenbert在whitted基础上此进一步给出Hall光透射模型,考虑了漫透射和规则透射光。改进了whitted中投射高光效果,并再环境光中加入距离衰减因子,使之能够更好的模拟物体表面的透射特性。
1984
Cook于1984年引入蒙特卡洛方法(Monte Carlo method)到光线跟踪领域,将经典的光线跟踪方法扩展为分布式光线跟踪算法(Distributed Ray Tracing),又称为随机光线追踪(stochasticray tracing),可以模拟更多的效果,如金属光泽、软阴影、景深( Depthof Field)、运动模糊等等。
- Robert L. Cook, Thomas Porter, and Loren Carpenter. 1984. Distributed ray tracing. SIGGRAPH Comput. Graph. 18, 3 (July 1984), 137–145. https://doi.org/10.1145/964965.808590
Goral 1984年 辐射度算法
1986
光照模型&光线追踪:Kajiya统一了以前所有的光照模型。Kajiya首先提出使类似于随机采样的蒙特卡罗(Monte Carlo)方法求解绘制方程的光线追踪算法(Raytracing)——通过对到达图像平面上的光线路径进行采样,然后估计它们对最终图像的贡献来生成图像。
- James T. Kajiya. 1986. The rendering equation. SIGGRAPH Comput. Graph. 20, 4 (Aug. 1986), 143–150. https://doi.org/10.1145/15886.15902
Non-diffuse Radiosity
- David S. Immel, Michael F. Cohen, and Donald P. Greenberg. 1986. A radiosity method for non-diffuse environments. SIGGRAPH Comput. Graph. 20, 4 (Aug. 1986), 133–142. https://doi.org/10.1145/15886.15901
1987
PCF算法
- William T. Reeves, David H. Salesin, and Robert L. Cook. 1987. Rendering antialiased shadows with depth maps. SIGGRAPH Comput. Graph. 21, 4 (July 1987), 283–291. https://doi.org/10.1145/37402.37435
1991
非漫射辐射度(Non-diffuse Radiosity)
- Françis X. Sillion, James R. Arvo, Stephen H. Westin, and Donald P. Greenberg. 1991. A global illumination solution for general reflectance distributions. SIGGRAPH Comput. Graph. 25, 4 (July 1991), 187–196. https://doi.org/10.1145/127719.122739
Hanrahan 1991年 分级辐射度算法(Hierarchical radiosity)
先放在这
- Xiao D. He, Kenneth E. Torrance, François X. Sillion, and Donald P. Greenberg. 1991. A comprehensive physical model for light reflection. SIGGRAPH Comput. Graph. 25, 4 (July 1991), 175–186. https://doi.org/10.1145/127719.122738
1992
- RenderMan规范,简称RISpec,是一个开放的API,由皮克斯开发,用于描述三维模型并把它转换成逼真的数字图像。RenderMan规范作为建模程序和渲染程序之间的通信协议(或称为接口),用于生成逼真的数字图像。
1993
不连续网格辐射度(Discontinuity meshing)
- Dani Lischinski, Filippo Tampieri, and Donald P. Greenberg. 1993. Combining hierarchical radiosity and discontinuity meshing. In Proceedings of the 20th annual conference on Computer graphics and interactive techniques (SIGGRAPH ‘93). Association for Computing Machinery, New York, NY, USA, 199–208. https://doi.org/10.1145/166117.166143
Lafortune and Willems 1993 年• Veach and Guibas 1994年 双向路径跟踪
1994
微表面&Roughness相关
- Michael Oren and Shree K. Nayar. 1994. Generalization of Lambert’s reflectance model. In Proceedings of the 21st annual conference on Computer graphics and interactive techniques (SIGGRAPH ‘94). Association for Computing Machinery, New York, NY, USA, 239–246. https://doi.org/10.1145/192161.192213
1995
- Diffusion for light transport
1996
光子映射 Photon Mapping
- Jensen, Henrik Wann. “Global Illumination using Photon Maps.” Rendering Techniques (1996).
1997
Veach and Guibas 1997 马尔可夫链蒙特卡洛
- Robust Monte Carlo Methods for Light Transport Simulation
光子映射 Photon Mapping
- Bruce Walter, Philip M. Hubbard, Peter Shirley, and Donald P. Greenberg. 1997. Global illumination using local linear density estimation. ACM Trans. Graph. 16, 3 (July 1997), 217–259. https://doi.org/10.1145/256157.256158
Light Transport
- Veach, Eric & Guibas, Leonidas. (1970). Metropolis Light Transport. Computer Graphics (SIGGRAPH ‘97 Proceedings). 31. 10.1145/258734.258775.
Keller 1997年Virtual point lights (Instant Radiosity)
1998
Jensen and Christensen 1998年Volumetric photon mapping
Bi-Directional Path Tracing
- Lafortune, Eric & Willems, Yves. (1998). Bi-Directional Path Tracing. Proceedings of Third International Conference on Computational Graphics and Visualization Techniques (Compugraphics’. 93.
2000
- Pauly 2000年 Metropolis in volumes
2001
次表面散射
- Jensen H W, Marschner S R, Levoy M, et al. A practical model for subsurface light transport[C]//Proceedings of the 28th annual conference on Computer graphics and interactive techniques. ACM, 2001: 511-518.
2002
- Kelemen et al. 2002Primary sample space MCMC
2005
Walter 2005年 LightCuts
Cline 2005年“Energy Redistribution” 和 非遍历 MCMC
Fernando发表了Percentage-Closer Soft Shadows,称为“百分比渐近柔和阴影(PCSS)。
RSM算法(Reflective Shadow Map)
- Carsten Dachsbacher and Marc Stamminger. 2005. Reflective shadow maps. In Proceedings of the 2005 symposium on Interactive 3D graphics and games (I3D ‘05). Association for Computing Machinery, New York, NY, USA, 203–231. https://doi.org/10.1145/1053427.1053460
2006
VSM算法(Variance shadow maps)
- William Donnelly and Andrew Lauritzen. 2006. Variance shadow maps. In Proceedings of the 2006 symposium on Interactive 3D graphics and games (I3D ‘06). Association for Computing Machinery, New York, NY, USA, 161–165. https://doi.org/10.1145/1111411.1111440
2007
Walter 2007 年 Microfacet transmission model
CSM算法
2008
- Jarosz 2008年 光束辐射估计(Beam Radiance Estimate)
2010
- Jakob 2010年Anisotropic volume media
2011
- d’Eon and Irving 2011年Advanced diffusion models
2012
Jakob & Marschner 2012年Manifold Exploration
Disney Principled BRDF
-
- MERL 100 BRDF 材质库
2014
- Křivánek 2014年Unifying Points, Beams, and Paths
2015
Kettunen 2015 梯度域路径跟踪
Stochastic Screen-Space Reflections
Moment Shadow Map
- Christoph Peters and Reinhard Klein. 2015. Moment shadow mapping. In Proceedings of the 19th Symposium on Interactive 3D Graphics and Games (i3D ‘15). Association for Computing Machinery, New York, NY, USA, 7–14. https://doi.org/10.1145/2699276.2699277
2018
微软提出了DirectX Ray Tracing(DXR)的API,提供了Ray Tracing Pipeline的雏形。
NVIDIA宣布了可加速硬件中光线追踪速度的新架构Turing,以及搭载实时光线追踪技术的RTX系列显卡。Nvidia推出了新一代的RTX显卡,提供了Ray Tracing硬件加速的能力。
第一款搭载RTX实时混合光线追踪技术的游戏《战地5(Battlefield V)》正式面世,基于EA的Frostbite引擎,带来了出色的混合光线追踪反射(Hybrid Ray-Traced Reflections)渲染表现。
Eric Heitz于2018年提出了一种结合了解析直接光照(analytic direct illumination)和随机阴影(stochastic shadows)的新方法[13])。在paper中,他们提出了一种比率估计器(ratio estimator),该比率估计器可以将解析光照技术(analytic illumination techniques)与随机光线追踪阴影(stochastic raytraced shadows)正确组合。
- Eric Heitz, Stephen Hill, and Morgan McGuire. 2018. Combining analytic direct illumination and stochastic shadows. In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D ‘18). Association for Computing Machinery, New York, NY, USA, Article 2, 1–11. https://doi.org/10.1145/3190834.3190852
2019
SIGGRAPH2019的Ray Tracing专题报告展望了实时光线追踪的未来。其中,SEED团队分享了自己的混合渲染管线(上图),管线由一个接一个的阶段串联,而每个阶段采用最合适的技术来实现。
- SIGGRAPH 2019, State-of-the-Art and Challenges in Game Ray Tracing
2020
- Vulkan也推出了Ray Tracing规范,同DXR非常相似。
2021
- 2021年,UE5的视频又掀起了一波热潮,新一代的渲染引擎Lumen则是一套完整的光线追踪管线,分为Software和Hardware两种形式。
- Nvidia推出 RayTracing Gens Ⅱ。
2022
- AMD推出自己的Ray Tracing库——HIP。