Title: Local, Deformable Precomputed Radiance Transfer
1Local, Deformable Precomputed Radiance Transfer
- Peter-Pike Sloan, Ben Luna
- Microsoft Corporation
- John Snyder
- Microsoft Research
2Local Global Illumination
Renders GI effects on local details
Rotates transfer model
Neglects gross shadowing
3Local Global Illumination
Original
Ray Traced
Rotated
4Bat Demo
5Precomputed Radiance Transfer (PRT)
Transfer Vector
illuminate
response
6Related Work Area Lighting
Ramamoorthi2001
Sloan2003
Muller2004
Kautz2004
Sloan2002
Ng2003
James2003
Zhou2005
Liu2004Wang2004
7Other Related Work
- Directional Lighting
- Malzbender2001,Ashikhmin2002
- Heidrich2000
- Max1988,Dana1999
- Ambient Occlusion
- Miller1994,Phar2004
- Kontkanen2005,Bunnel2005
- Environmental Lighting
- McCallister2002
8Spherical Harmonics (SH)
- Spherical Analog to the Fourier basis
- Used extensively in graphics
- Kajiya84Cabral87Sillion91Westin92Stam95
- Polynomials in R3 restricted to sphere
projection
reconstruction
9Spherical Harmonics (SH)
- Spherical Analog to the Fourier basis
- Used extensively in graphics
- Kajiya84Cabral87Sillion91Westin92Stam95
- Polynomials in R3 restricted to sphere
projection
reconstruction
10Low Frequency Lighting
order 1
order 2
order 4
order 8
order 16
order 32
original
11SH Rotational Invariance
rotate
rotate
12Spherical Harmonics (SH)
nth order, n2 coefficients
Evaluation O(n2)
13Zonal Harmonics (ZH)
Polynomials in Z Circular Symmetry
14SH Rotation Structure
O(n3) Too Slow!
15ZH Rotation Structure
O(n2)
16Whats that column?
z
- Rotate delta function ? so that z ? z
- Evaluate delta function at z (0,0,1)
- Rotating scales column C by dl
- Equals y(z) due to rotation invariance
z
17Whats that column?
z
- Rotate delta function ? so that z ? z
- Evaluate delta function at z (0,0,1)
- Rotating scales column C by dl
- Equals y(z) due to rotation invariance
z
18Efficient ZH Rotation
g(s)
19Efficient ZH Rotation
g(s)
20Efficient ZH Rotation
g(s)
g(s)
21Efficient ZH Rotation
g(s)
g(s)
22Efficient ZH Rotation
g(s)
g(s)
23Transfer Approx. Using ZH
- Approximate transfer vector t by sum of N lobes
24Transfer Approx. Using ZH
- Approximate transfer vector t by sum of N lobes
25Transfer Approx. Using ZH
- Approximate transfer vector t by sum of N lobes
- Minimize squared error over the sphere
26Single Lobe Solution
- For known direction s, closed form solution
- Optimal linear direction is often good
- Reproduces linear, formed by gradient of linear
terms - Well behaved under interpolation
- Cosine weighted direction of maximal visibility
in AO
27Multiple Lobes
28Random vs. PRT Signals
29Energy Distribution of Transfer Signals
30Energy Distribution and Subsurface Scatter
31Rendering
- Rotate lobe axis, reconstruct transfer and dot
with lighting - Care must be taken when interpolating
- Non-linear parameters
- Lobe correspondence with multiple-lobes
32Light Specialized Rendering
33Light Specialized Rendering
34Light Specialized Rendering
35Light Specialized Rendering
36Light Specialized Rendering
Quadratic
Cubic
O(N n2) ? O(N n)
Quintic
Quartic
37Generating LDPRT Models
- PRT simulation over mesh
- texture specify patch (a)
- per-vertex specify mesh (b)
- Parameterized models
- ad-hoc using intuitive parameters (c)
- fit to simulation data (d)
(a) LDPRT texture
(b) LDPRT mesh
(d) wrinkle model
(c) thin-membrane model
38LDPRT Texture Pipeline
- Start with tileable heightmap
39Thin Membrane Model
- Single degree of freedom (DOF)
- optical thickness light bleed in negative
normal direction
40Wrinkle Model
- Two DOF
- Phase, position along canonical wrinkle
41Wrinkle Model
- Two DOF
- Phase, position along canonical wrinkle
- Amplitude, max magnitude of wrinkle
42Wrinkle Model Fit
- Compute several simulations
- 64 discrete amplitudes
- 255 unique points in phase
- Fit 32x32 textures
- One optimization for all DOF simultaneously
- Optimized for bi-linear reconstruction
- 3 lobes
43Glossy LDPRT
- Use separable BRDF
- Encode each row of transfer matrix using
multiple lobes (3 lobes, 4th order lighting) - See paper for details
44Demo
45Conclusions/Future Work
- local global illumination effects
- soft shadows, inter-reflections, translucency
- easy-to-rotate rep. for spherical functions
- sums of rotated zonal harmonics
- allows dynamic geometry, real-time performance
- may be useful in other applications Zhou2005
- future work non-local effects
- articulated characters
46Acknowledgements
- Demos/Art John Steed, Shanon Drone, Jason
Sandlin - Video David Thiel
- Graphics Cards Matt Radeki
- Light Probes Paul Debevec