How to structure Point Light Sources? - graphics

I am using Java to write a very primitive 3D graphics engine based on The Black Art of 3D Game Programming from 1995. I have gotten to the point where I can draw single color polygons to the screen and move the camera around the "scene". I even have a Z buffer that handles translucent objects properly by sorting those pixels by Z, as long as I don't show too many translucent pixels at once. I am at the point where I want to add lighting. I want to keep it simple, and ambient light seems simple enough, directional light should be fairly simple too. But I really want point lighting with the ability to move the light source around and cast very primitive shadows ( mostly I don't want light shining through walls ).
My problem is that I don't know the best way to approach this. I imagine a point light source casting rays at regular angles, and if these rays intersect a polygon it will light that polygon and stop moving forward. However when I think about a scene with multiple light sources and multiple polygons with all those rays I imagine it will get very slow. I also don't know how to handle a case where a polygon is far enough away from a light source that if falls in between two rays. I would give each light source a maximum distance, and if I gave it enough rays, then there should be no point within that distance that any two rays are too far apart to miss a polygon, but that only increases my problem with the number of calculations to perform.
My question to you is: Is there some trick to point light sources to speed them up or just to organize it better? I'm afraid I'll just get a nightmare of nested for loops. I can't use openGL or Direct3D or any other cheats because I want to write my own.
If you want to see my results so far, here is a youtube video. I have already fixed the bad camera rotation. http://www.youtube.com/watch?v=_XYj113Le58&feature=plcp

Lighting for real time 3d applications is (or rather - has in the past generally been) done by very simple approximations - see http://en.wikipedia.org/wiki/Shading. Shadows are expensive - and have generally in rasterizing 3d engines been accomplished via shadow maps & Shadow Volumes. Point lights make shadows even more expensive.
Dynamic real time light sources have only recently become a common feature in games - simply because they place such a heavy burden on the rendering system. And these games leverage dedicated graphics cards. So I think you may struggle to get good performance out of your engine if you decide to include dynamic - shadow casting - point lights.
Today it is commonplace for lighting to be applied in two ways:
Traditionally this has been "forward rendering". In this method, for every vertex (if you are doing the lighting per vertex) or fragment (if you are doing it per-pixel) you would calculate the contribution of each light source.
More recently, "deferred" lighting has become popular, wherein the geometry and extra data like normals & colour info are all rendered to intermediate buffers - which is then used to calculate lighting contributions. This way, the lighting calculations are not dependent on the geometry count. It does however, have a lot of other overhead.
There are a lot of options. Implementing anything much more complex than some the basic models that have been used by dedicated graphics cards over the past couple of years is going to be challenging, however!
My suggestion would be to start out with something simple - basic lighting without shadows. From there you can extend and optimize.
What are you doing the ray-triangle intersection test for? Are you trying to light only triangles which the light would reach? Ray-triangle
intersections for every light with every poly is going to be very expensive I think. For lighting without shadows, typically you would
just iterate through every face (or if you are doing it per vertex, through every vertex) and calculate & add the lighting contribution per light - you would do this just before you start rasterizing as you have to pass through all polys in anycase.
You can calculate the lighting by making use of any illumination model, something very simple like Lambertian reflectance - which shades the surface based upon the dot product of the normal of the surface and the direction vector from the surface to the light. Make sure your vectors are in the same spaces! This is possibly why you are getting the strange results that you are. If your surface normal is in world space, be sure to calculate the world space light vector. There are a bunch of advantages for calulating lighting in certain spaces, you can have a look at that later on, for now I suggest you just get the basics up and running. Also have a look at Blinn-phong - this is the shading model graphics cards used for many years.
For lighting with shadows - look into the links I posted. They were developed because realistic lighting is so expensive to calculate.
By the way, LaMothe had a follow up book called Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization.
This takes you through every step of programming a 3d engine. I am not sure what the black art book covers.

Related

What formula or algorithm can I use to draw a 3D Sphere without using OpenGL-like libs?

I know that there are 4 techniques to draw 3D objects:
(1) Wireframe Modeling and rendering, (2) Additive Modeling, (3) Subtractive Modeling, (4) Splines and curves.
Then, those models go through hidden surface removal algorithm.
Am I correct?
Be that way, What formula or algorithm can I use to draw a 3D Sphere?
I am using a low-level library named WinBGIm from colorado university.
there are 4 techniques to draw 3D objects:
(1) Wireframe Modeling and rendering, (2) Additive Modeling, (3) Subtractive Modeling, (4) Splines and curves.
These are modelling techniques and not rendering techniques. They allow you to mathematically define your mesh's geometry. How you render this data on to a 2D canvas is another story.
There are two fundamental approaches to rendering 3D models on a 2D canvas.
Ray Tracing
The basic idea of ray tracing is to pass a ray from the camera's origin, through the point on the canvas whose colour needs to be determined. Determine which models get hit by it and pick the closest one, determine how it's lit to compute the colour there. This is done by further tracing rays from the hit point to all the light sources in the scene. If you notice, this approach eliminates the need to use hidden surface determination algorithms like the back face culling, z-buffer, etc. since the basic idea is rooted on a hidden surface algorithm (ray tracing).
There are packages, libraries, etc. that help you do this. However, it's common that ray tracers are written from scratch as a college-level project. However, this approach takes more time to render (not to code), but the results are generally more pleasing than the below one. This approach is more popular when you want to render non-interactive visuals like movies.
Rasterization
This approach takes primitives (triangles and quads) that define the models in the scene and sample them at regular intervals (screen pixels they cover) and write it on to a colour buffer. Here hidden surface is usually eliminated using the Z-buffer; a buffer that stores the z-order of the fragment and the closer one wins, when writing to the colour buffer.
Rasterization is the more popular approach with cheap hardware support for it available on most modern computers due to years of research and money that has gone in to it. Libraries like OpenGL and Direct3D are readily available to facilitate development. Although the results are less pleasing than ray tracing, it's faster to render and thus is widely used in interactive, real-time rendering like games.
If you want to not use those libraries, then you have to do what is commonly known as software rendering i.e. you will end up doing what these libraries do.
What formula or algorithm can I use to draw a 3D Sphere?
Depends on which one of the above you choose. If you simply rasterize a 3D sphere in 2D with orthographic projection, all you have to do is draw a circle on the canvas.
If you are looking for hidden lines removal (drawing the edges rather than the inside of the faces), the solution is easy: "back face culling".
Every edge of your model belongs to two faces. For every face you can compute the normal vector and check if it is facing to the observer (by the sign of the dot product of the normal and the direction of the projection line); in other words, if the observer is located in the outer half-space defined by the plane of the face. Then an edge is wholly visible if and only if it belongs to at least one front face.
Usual discretization of the sphere are made by drawing equidistant parallels and meridians. It may be advantageous to adjust the spacing of the parallels so that all tiles are about the same area.

Algorithm for cutting a mesh using another mesh

I am looking for an algorithm that given two meshes could clip one using another.
The simplest form of this is clipping a mesh using a plane. I've already implemented that by following something similar to what is described here.
What it does is basically inspecting all mesh vertices and triangles with respect to the plane (the plane's normal and point are given). If the triangle is completely above the plane, it is left untouched. If it falls completely below the plane, it is discarded. If some of the edges of the triangle intersect with the plane, the intersecting points with the plane are calculated and added as the new vertices. Finally a cap is generated for the hole on the place the mesh was cut.
The problem is that the algorithm assumes that the plane is unlimited, therefore whatever is in its path is clipped. In the simplest form, I need an extension of this without the assumption of a plane of "infinite" size.
To clarify, imagine that we have a 3D model of a desk with 2 boxes on it. The boxes are adjacent (but not touching or stacked). The user will define a cutting plane of a limited width and height underneath the first box and performs the cut. We end up with a desk model (mesh) with a box on it and another box (mesh) that can be freely moved around/manipulated.
In the general form, I'd like the user to be able to define a bounding box for the box he/she wants to separate from the desk model and perform the cut using that bounding box.
If I could extend the algorithm I already have to an algorithm with limited-sized planes, that would be great for now.
What you're looking for are constructive solid geometry/boolean algorithms with arbitrary meshes. It's considerably more complex than slicing meshes by an infinite plane.
Among the earliest and simplest research in this area, and a good starting point, is Constructive Solid Geometry for Polyhedral Objects by Trumbore and Hughes.
http://cs.brown.edu/~jfh/papers/Laidlaw-CSG-1986/main.htm
From the original paper:
More elaborate solutions extend upon this subject with a variety of data structures.
The real complexity of the operation lies in the slicing algorithm to slice one triangle against another. The nightmare of implementing robust CSG lies in numerical precision. It's easy when you involve objects far more complex than a cube to run into cases where a slice is made just barely next to a vertex (at which point you have the tough decision of merging the new split vertex or not prior to carrying out more splits), where polygons are coplanar (or almost), etc.
So I suggest initially erring on the side of using very high-precision floating point numbers, possibly even higher than double precision to focus on getting something working correctly and robustly. You can optimize later (first pass should be to use an accelerator like an octree/kd-tree/bvh), but you'll avoid many headaches this way in your first iteration.
This is vastly simpler to implement at render time if you're focusing on a raytracer rather than a modeling software, e.g. With raytracers, all you have to do to do this kind of arbitrary clipping is pretend that an object used to subtract from another has its polygons flipped in the culling process, e.g. It's easy to solve robustly at the ray level, but quite a bit harder to do robustly at the geometric level.
Another thing you can do to make your life so much easier if you can afford it is to voxelize your object, find subtractions/additions/unions of voxels, and then translate the voxels back into a mesh. This is so much easier to make robust, but harder to do efficiently and the voxel->polygon conversion can get quite involved if you want better results than what marching cubes provide.
It's a really tough area to do extremely well and requires perseverance, and thus the reason for the existence of things like this: http://carve-csg.com/about.
If someone is interested, currently there is a solution for this problem in CGAL library. It allows clipping one triangular mesh using another mesh as bounding volume. The usage example can be found here.

How heavy is hardware tessellation?

If tessellation gives a bonus over just using high-poly models,then why do modern 2012 games still use gigantic models that take a lot of hard disk space instead of tessellating it all and just adjusting the tessellation factor to depend on distance from camera,creating a nice level of detail.
You can't get back detail by tessellation that was not there in the first place. It just means those models would be even bigger without it being available.
In its most basic form, tessellation is a method of breaking down polygons into finer pieces. For example, if you take a square and cut it across its diagonal, you’ve “tessellated” this square into two triangles. By itself, tessellation does little to improve realism. For example, in a game, it doesn’t really matter if a square is rendered as two triangles or two thousand triangles—tessellation only improves realism if the new triangles are put to use in depicting new information.
When a displacement map (left) is applied to a flat surface, the
resulting surface (right) expresses the height information encoded in
the displacement map. The simplest and most popular way of putting the
new triangles to use is a technique called displacement mapping. A
displacement map is a texture that stores height information. When
applied to a surface, it allows vertices on the surface to be shifted
up or down based on the height information. For example, the graphics
artist can take a slab of marble and shift the vertices to form a
carving. Another popular technique is to apply displacement maps over
terrain to carve out craters, canyons, and peaks
http://www.nvidia.com/object/tessellation.html
I think the reason why nobody uses hardware tessellation in games is, that ca. 60% of all game player are console player and aslong the console doesnt support shadermodel5, there is no reason to do games that uses hardware tessellation. Even if they do, they may be have to do a game in dx9 and dx11 because it is not really good downward compatible... but maybe there is an other reason to!
With the new consoles comming out this year, maybe HW Tessellation gets an other change ;)

How to construct ground surface of infinite size in a 3D CAD application?

I am trying to create an application similar in UI to Sketchup. As a first step, I need to display the ground surface stretching out in all directions. What is the best way to do this?
Options:
Create a sufficiently large regular polygon stretching out in all directions from the origin. Here there is a possibility of the user hitting the edges and falling off the surface of the earth.
Model the surface of the earth as a sphere/spheroid. Here I will be limiting my vertex co-ordinates to very large values prone to rounding off errors. (Radius of earth is 6371000000 millimeter).
Same as 1 but dynamically extend the ends of the earth as the user gets close to them.
What is the usual practice?
I guess you would do neither of these, but instead use a virtual ground.
So you just find out, what portion of the ground is visible in the viewport and then create a plane large enough to fill that. With some reasonable maxiumum, which simulates the end of the line of sight aka horizon as we know it.

HLSL Translucent Plastic Shader

I'm trying to produce a shader to replicate a white plastic object with a colored light inside. Either by having a shader that will be translucent and if I put a light inside the object the light will show through or by having a shader that fakes the effect of a light inside.
The effect im going for is kinda like a light going through a lamp shade similar to these pictures:
Ideally I would be able to control the strength and colour of the light to get it to pulse and rotate through some nice bright fluro colours
Though I'm not sure where to start!
My question is does anyone know the techniques I should be researching to be able to produce such a shader or have an example of the same/similar shader I can use as a starting point? Or even if you want to provide a shader that might do the job
You might want to do some research on Subsurface Scattering to get an idea of how to go about recreating this kind of effect. Subsurface scattering is important for rendering realistic skin but in that case you are generally dealing with a light in front of or behind a translucent object rather than inside it. The same basic principles apply but some of the tricks and hacks used for real time subsurface scattering approximations may not work for your case.
Nice photos. It looks like the type of translucent plastic you use can make a big difference. What I see is that the brightness of the plastic at each point is based on the angle between the ray from the light source to that point, and the surface normal at that point. (The viewer angle is irrelevant.)
When the vector from internal light source to surface point is nearly parallel to the surface normal vector, the surface point is bright; when they're nearly perpendicular to each other, the surface point is dark. So try using the dot product of those two vectors. Don't forget to normalize.
In other words, it's basically diffuse reflection, except that you're adding the effect of internal light sources (transmitted) to the effect of external light sources (reflected). See Lambertian_reflectance as a starting point.
You may also want to add a little specular reflection on top of that.
The third image is more complex: I think it's showing the shadows of the inner surfaces on the outer ones.
You can also fake this effect, by translating diffuse lighting from back face to front face. More specifically, you should mix lighting on both sides using some transfer function. But this method only appicable for thin walled objects.

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