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Return%20to%20Assumptions

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Point-Collocation Method. Find the set of weights that zero the ... The hemicube algorithm implements a point-collocation method for the radiosity equation ... – PowerPoint PPT presentation

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Title: Return%20to%20Assumptions


1
Return to Assumptions
  • Recall the two fundamental assumptions of the
    standard radiosity approach
  • Constant radiosity over each element (today)
  • Perfectly diffuse surfaces (next week)
  • We wish to more accurately represent the
    radiosity at every point
  • Regardless of the quality of the solution (form
    factors, subdivision, etc.), if the correct
    radiosity cannot be represented, it wont be
    computed

2
Better Radiosity Representations
  • Two approaches
  • Work around the constant radiosity assumption by
    constructing meshes where elements really should
    have constant (or bilinear) radiosity
  • Use more expressive representations for radiosity
    (work under different assumptions)

3
Meshing Artifacts
  • Where does poor meshing really show?
  • Find the (many) artifacts in the following image

4
Typical Meshing
  • Lays down an orthogonal grid in some orientation
  • May subdivide, but the principle directions
    remain unchanged
  • Require subdivision down to pixel resolution to
    remove artifacts

5
Staircase Effect
  • Most evident at shadow boundaries
  • Elements are dark if they have more than half
    shadow, light otherwise
  • Solution
  • Subdivide the mesh to sub-pixel resolution
    (costly)
  • Blur the boundaries (introduces other problems)
  • Align element boundaries with the shadow
    boundaries (discontinuity meshing, later)

6
Light and Shadow Leaks
  • Occur when the mesh does not respect geometric
    boundaries
  • Interior walls meeting the floor
  • The wall appears to float
  • Shadows leaking out from under objects
  • No reasonable perceptual interpretation
  • Solutions
  • Ensure that there are element boundaries at
    geometric intersections (hard to do without user
    help)
  • Discontinuity meshing

7
Interpolation Artifacts
  • Have to fill in radiosity between vertices, or
    blur element boundaries
  • Interpolation schemes are frequently poorly
    implemented, particularly those in hardware
  • Solutions
  • Meshes that make interpolation easier
  • More expensive interpolation

8
Preprocessing the Mesh
  • Seek to remove inconsistencies before starting
    the solution
  • Ensure invariants are met
  • Objects are solid
  • Objects dont intersect
  • This is very hard to do automatically, it should
    be part of the modeling process
  • But, commercial modelers are generally poor in
    this regard

9
Fixing Interpolation
  • Pre-process to remove concave polygons
  • Replace them with triangles - not too hard
  • Enforce subdivision constraints
  • Neighboring patches cannot differ by more than
    one subdivision level
  • Post-process the remove T-vertices
  • Subdivide mismatched neighbors and interpolate
    new vertices correctly

10
Smoother Interpolants
  • Bi-linear (hardware accelerated) interpolation
    uses only vertices of given polygon
  • Build higher order interpolants
  • Must make sure not to use a high-order
    interpolant across a low order discontinuity
  • Gather to a texture or cloud of points
  • Gather to pixels in the image (slow)

11
Discontinuity Meshing
  • Identify expected discontinuities and mesh around
    them
  • Sharp boundaries due to point light sources or
    object contact
  • Derivative discontinuities due to area sources
    and multi-object shadows
  • Related to aspect graphs in computer vision
  • Places where the set of visible things changes

12
Two Types of Discontinuities
  • Assume polygonal environment
  • Vertex-Edge events
  • Discontinuities where the plane defined by a
    vertex and an edge intersects other objects
  • Edge-Edge-Edge
  • Higher order discontinuities at places where
    three edges appear to meet at a point
  • Generally ignored

13
Meshing With Discontinuities
  • Construct VE planes
  • Intersect them with surfaces
  • Mesh the resulting edges
  • Constrained triangulation is a difficult problem
  • Mesh must be able to store different radiosity
    values at one point

14
Using Discontinuity Meshes
  • Very high number of possible discontinuities
    O(n6) for n vertices
  • Only find discontinuities due to bright light
    sources
  • Try to only find visible discontinuities
  • Research topic Integrate into hierarchical
    scheme

15
Better Radiosity Representations
  • Standard approach Each point takes on the value
    of the patch on which it lies
  • Finite Element Approach The radiosity at each
    point is given by a linear combination of basis
    functions evaluated at that point

16
Finite Element Formulation
  • Note the similarity to splines a set of weights
    multiply a set of basis functions to give a value
  • Choose a set of basis functions that can capture
    the desired behavior
  • Find the coefficients, Bj, that give the best
    solution

17
Galerkin Method
  • Find the set of weights that minimize the
    variation of the found solution from the true
    solution
  • In other words Find the closest expressible
    solution to the true one
  • The standard radiosity equation, with accurate
    form factors, is a Galerkin method with constant
    basis functions of finite support (supported by
    each patch)

18
Point-Collocation Method
  • Find the set of weights that zero the error at a
    fixed set of points
  • The hemicube algorithm implements a
    point-collocation method for the radiosity
    equation
  • Not as accurate as the Galerkin method
  • Only locally accurate, as opposed to globally
    optimal

19
Alternate Bases
  • Linear basis functions
  • Wavelets
  • Multi-resolution representation
  • Behaves like hierarchical radiosity, but without
    redundant information
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