An Efficient Representation for Irradiance Environment Maps - PowerPoint PPT Presentation

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An Efficient Representation for Irradiance Environment Maps

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Title: An Efficient Representation for Irradiance Environment Maps


1
An Efficient Representation for Irradiance
Environment Maps
Ravi Ramamoorthi
Pat Hanrahan
Stanford University SIGGRAPH 2001
2
Irradiance Environment Maps
Incident Radiance (Illumination Environment Map)
Irradiance Environment Map
3
Assumptions
  • Diffuse surfaces
  • Distant illumination
  • No shadowing, interreflection
  • Hence, Irradiance is a function of surface normal

4
Diffuse Reflection
Reflectance (albedo/texture)
Radiosity (image intensity)
Irradiance (incoming light)


quake light map
5
Computing Irradiance
  • Classically, hemispherical integral for each
    pixel
  • Lambertian surface is like low pass filter
  • Frequency-space analysis

Incident Radiance
Irradiance
6
Spherical Harmonics
0
1
2 . . .
-1
-2
0
1
2
7
Spherical Harmonic Expansion
  • Expand lighting (L), irradiance (E) in basis
    functions

.67
.36

8
Analytic Irradiance Formula
  • Lambertian surface acts like low-pass filter

9
9 Parameter Approximation
Order 0 1 term
Exact image
0
RMS error 25
1
2
-1
-2
0
1
2
10
9 Parameter Approximation
Order 1 4 terms
Exact image
0
RMS Error 8
1
2
-1
-2
0
1
2
11
9 Parameter Approximation
Order 2 9 terms
Exact image
0
RMS Error 1
1
For any illumination, average error lt 3 Basri
Jacobs 01
2
-1
-2
0
1
2
12
Computing Light Coefficients
  • Compute 9 lighting coefficients Llm
  • 9 numbers instead of integrals for every pixel
  • Lighting coefficients are moments of lighting
  • Weighted sum of pixels in the environment map

13
Comparison
Irradiance map Texture 256x256 Hemispherical Inte
gration 2Hrs
Irradiance map Texture 256x256 Spherical
Harmonic Coefficients 1sec
Incident illumination 300x300
14
Rendering
  • We have found the SH coefficients for irradiance
    which is a spherical function.
  • Given a spherical coordinate, we want to
    calculate the corresponding irradiance quickly.

15
Rendering
  • Irradiance approximated by quadratic polynomial

16
Hardware Implementation
  • Simple procedural rendering method (no textures)
  • Requires only matrix-vector multiply and
    dot-product
  • In software or NVIDIA vertex programming hardware

17
Complex Geometry
  • Assume no shadowing Simply use surface normal

18
Lighting Design
  • Final image sum of 3D basis functions scaled by
    Llm
  • Alter appearance by changing weights of basis
    functions

19
Results
20
Summary
  • Theory
  • Analytic formula for irradiance
  • Frequency-space Spherical Harmonics
  • To order 2, constant, linear, quadratic
    polynomials
  • 9 coefficients (up to order 2) suffice
  • Practical Applications
  • Efficient computation of irradiance
  • Simple procedural rendering
  • New representation, many applications

21
Precomputed Radiance Transfer for Real-Time
Rendering in Dynamic, Low-Frequency Lighting
Environments
  • Peter-Pike Sloan, Microsoft Research
  • Jan Kautz, MPI Informatik
  • John Snyder, Microsoft Research
  • SIGGRAPH 2002

22
Basic idea
Preprocess for all i
23
Precomputation
Use 25 bases
Basis 16
Basis 17
illuminate
result
Basis 18
24
Diffuse
No Shadows/Inter Shadows
ShadowsInter
25
Glossy
No Shadows/Inter Shadows
ShadowsInter
  • Glossy object, 50K mesh
  • Runs at 3.6/16/125fps on 2.2Ghz P4, ATI Radeon
    8500

26
Arbitrary BRDF
Other BRDFs
Spatially Varying
Anisotropic BRDFs
27
Volumes
  • Diffuse volume 32x32x32 grid
  • Runs at 40fps on 2.2Ghz P4, ATI 8500
  • Here dynamic lighting
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