Title: Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
1Interactive Rendering of Atmospheric Scattering
Effects Using Graphics Hardware
Hokkaido University
Yoshinori Dobashi
Tsuyoshi Yamamoto
Hokkaido University
Tomoyuki Nishita
Tokyo University
2Overview
- basic Idea
- problems
- high quality rendering
- Rendering the Earths Atmosphere
- rendering sky
- rendering the earth viewed from space
3Overview
- basic Idea
- problems
- high quality rendering
- Rendering the Earths Atmosphere
- rendering sky
- rendering the earth viewed from space
4Overview
- basic Idea
- problems
- high quality rendering
- Rendering the Earths Atmosphere
- rendering sky
- rendering the earth viewed from space
5Motivation
- Real-time rendering of realistic images
- Atmospheric Scattering Effects
- scattering and absorption of light due to
small particles
- spotlights
- sunlight through windows
- earths atmosphere
requires long computation time
Real-time rendering of atmospheric effects
6Previous Work
- use of voxels to store the intensity of light
- consuming texture memory for volume data
- difficult to capture the edges of shafts of light
7Previous Work
- use of shadow and projective texture mapping
- artifacts due to sampling errors
- a general and efficient solution to the
sampling problem
- not optimal for rendering atmospheric scattering
- no methods for real-time rendering of realistic
images
8Proposed Method
- Precise and efficient rendering of atmospheric
effects
- point/infinite light sources
- uniform density of atmospheric particles
- Rendering earths atmosphere
- the earth viewed from space
- density decreases exponentially according to
the height from the ground
9Overview
- basic Idea
- problems
- high quality rendering
- Rendering the Earths Atmosphere
- rendering sky
- rendering the earth viewed from space
10Shading Model for Light Beams
Intensity at viewpoint
point source
Ieye
viewpoint
11Shading Model for Light Beams
Intensity at viewpoint
point light
Is
viewpoint
12Basic Idea
Dobashi00
Intensity at viewpoint
computed at lattices
13Basic Idea
Dobashi00
Intensity at viewpoint
n
å
k
1
14Basic Idea
Dobashi00
Intensity at viewpoint
n
å
k
1
15Basic Idea
Dobashi00
Intensity at viewpoint
n
å
k
1
object
shadow mapping
render sampling planes with additive blending
16Problems
- Many planes/lattices for high quality image
- artifacts due to quantization errors
- quantization with 8 bit precision in most
hardware
- accumulation of errors in proportion to number
of sampling planes
- increase in rendering time
17High Quality Rendering
Intensity at viewpoint
18High Quality Rendering
point light
Intensity at viewpoint
Il
t
P
Dt
Is
19High Quality Rendering
point light
Intensity at viewpoint
Il
t
P
Dt
Is
20High Quality Rendering
point light
Intensity at viewpoint
1.0
Il
Is
scattering component
21High Quality Rendering
point light
Intensity at viewpoint
Il
ratio of reached light
Is
scattering component
Illumination component
22High Quality Rendering
- can be sampled at a large interval
use of texture to store pre-integrated values
- includes visibility H and intensity distribution
Il
- must be sampled at a short interval
sub-planes for accurate sampling
23High Quality Rendering
- can be sampled at a large interval
use of texture to store pre-integrated values
- includes visibility H and intensity distribution
Il
- must be sampled at a short interval
sub-planes for accurate sampling
24Textures for Scattering Component
(point light)
25Textures for Scattering Component
(point light)
point light
sampling plane k1
sampling plane k
s
t
a
tk
P
P(u, v)
viewpoint
P
P(u, v)
Dt
26Textures for Scattering Component
U
point light
sampling plane k1
sampling plane k
s
Q
t
a
V
fl is evaluated precisely since texture stores
integrated values
tk
P(u, v)
viewpoint
P(u, v)
Dt
27High Quality Rendering
- can be sampled at a large interval
use of texture to store pre-integrated values
- includes visibility H and intensity distribution
Il
- must be sampled at a short interval
sub-planes for accurate sampling
28Computation of Illumination Component
- mk sub-planes between sampling planes k and k1
viewpoint
- mk is determined adaptively
29Computation of Illumination Component
- Determining number of sub-planes, mk
1. shoot a ray
2. compute intensity of scattered light
3. generate sub-planes in proportion to
intensity
viewpoint
same contribution of each sub-plane to pixel
intensity
30Overview
- basic Idea
- problems
- high quality rendering
- Rendering the Earths Atmosphere
- rendering sky
- rendering the earth viewed from space
31Rendering Earths Atmosphere
- extending method for light beams
- Rendering the earth viewed from space
32Rendering Earths Atmosphere
- extending method for light beams
viewpoint
atmosphere
- Rendering the earth viewed from space
- atmosphere is very thin layer covering the
earth
earth
33Rendering Earths Atmosphere
- extending method for light beams
viewpoint
atmosphere
- Rendering the earth viewed from space
- atmosphere is very thin layer covering the
earth
earth
- use of sampling spheres instead of sampling
plane
34Rendering Earths Atmosphere
- extending method for light beams
- Rendering the earth viewed from space
- atmosphere is very thin layer covering the
earth
- use of sampling spheres instead of sampling
plane
35Rendering Sky
36Rendering Sky
37Rendering Sky
Ps
P
38Rendering Sky
- create textures of gl , Dgv , R
Pv
viewpoint
- map gl , Dgv , R textures onto sampling plane k
earth
39Rendering Sky
- create textures of gl , Dgv , R
Pv
viewpoint
- map gl , Dgv , R textures onto sampling plane k
earth
- compute IsunF at lattice points
40Rendering Sky
- create textures of gl , Dgv , R
Pv
viewpoint
- map gl , Dgv , R textures onto sampling plane k
earth
- compute IsunF at lattice points
41Rendering Sky
- create textures of gl , Dgv , R
Pv
viewpoint
- map gl , Dgv , R textures onto sampling plane k
earth
- compute IsunF at lattice points
42Rendering Sky
Ps
atmosphere
Pv
viewpoint
P
h
earth
43Rendering Sky
Ps
atmosphere
s
Pv
viewpoint
P
earth
44Rendering Sky
Ps
atmosphere
Pv
viewpoint
P
h
earth
45Overview
- basic Idea
- problems
- high quality rendering
- Rendering the Earths Atmosphere
- rendering sky
- rendering the earth viewed from space
46Experimental Results
previous method
previous method
proposed method
planes 40 mesh 60x60
planes 160 mesh 60x60
planes 30 sub-planes 120 (ave.) mesh 10x10
computer Athlon 1.7GHz, GeForce3
47Experimental Results
Image size 300x450
computer Athlon 1.7GHz, GeForce3
48Experimental Results
interleaved Keller01
ray-tracing
method
previous
proposed
result
of planes (sub-planes)
-
40
160
23 (174)
mesh
-
60x90
10x15
10x15
time
0.13 sec.
29 sec.
0.12 sec.
0.08 sec.
Image size 300x450
computer Athlon 1.7GHz, GeForce3
49Results
50Results
sampling plane 100(sky)
30(shaft) sub-plane135
sampling sphere 10
time 0.06 sec.
time 0.16 sec.
51DEMO
- Real-time Animation Using Note PC
- Pentium III (1.2 GHz)
- Nvidia GeForce 2 Go
52Conclusion
- Fast rendering of atmospheric effects
- 2D textures to store intensities of scattered
light
- sub-planes for precise sampling of shadows
- Extension to rendering earths atmosphere
- rendering of earth viewed from space