Implicit Visibility and - PowerPoint PPT Presentation

1 / 55
About This Presentation
Title:

Implicit Visibility and

Description:

The main expense of global illumination is the cost of visibility ... Convolve the incident radiance with BRDF to obtain the reflected energy and antiradiance ... – PowerPoint PPT presentation

Number of Views:28
Avg rating:3.0/5.0
Slides: 56
Provided by: cgCsNc
Category:

less

Transcript and Presenter's Notes

Title: Implicit Visibility and


1
SIGGRAPH 07 Carsten Dachsbacher REVES/INRIA
Sophia-Antipolis Marc Stamminger University
of Erlangen George Drettakis REVES/INRIA
Sophia-Antipolis Fredo Durand MIT CSAIL
  • Implicit Visibility and
  • Antiradiance for
  • Interactive Global Illumination

Presented by Yu-Ting Wu. 10/04/2007
2
  • Abstract

3
Abstract
4
Abstract
  • Traditional rendering equation

Explicit Visibility Computation
5
Abstract
  • New rendering equation

Implicit Visibility !!
6
Outline
  • Introduction and Related Works
  • Reformulating the Rendering Equation
  • Discrete Finite Element Solution
  • Implementation on Graphics Hardware
  • Results
  • Discussion
  • Conclusion and Future Work

7
  • Introduction
  • and
  • Related Works

8
Main Concept
  • The main expense of global illumination is the
    cost of visibility
  • Idea reformulate the rendering equation to
    treat the visibility implicitly
  • Ignore the visibility problem first
  • Then cancel out the extraneous light by
    introducing a new quantity antiradiance(negative
    light)

Facilitate the parallelization on graphics
hardware
9
Related Works
  • Negative light
  • BACKALEW, C., and FUSSELL, D. SIGGRAPH 89
  • PUECH, C., SILLION, F., and VEDEL, C. I3D 90
  • Reformulation of rendering equation
  • PELLEGRINI, M. SODA 99
  • Dynamic global illumination
  • TOLE, P., PELLACINI, F., WALTER, B., and
    GREENBERG, D. P. SIGGRAPH 02
  • Precomputed radiance transfer (PRT)
  • SLOAN, P.-P,. LUNA, B., and SNYDER, J.
    SIGGRAPH 05

10
Overview
  • System overview and techniques
  • Propagate antiradiance to compensate the
    extraneous light and avoid explicit visibility
    computation
  • Use spatial and directional finite elements to
    solve the new reformulated rendering equation

11
Overview (cont.)
  • Use pre-filtering in space and directions for
    form-factor computation
  • Develop a hierarchical and clustering solution to
    deal with complexity

12
Contributions
  • A reformulation of the rendering equation
  • Implicit visibility and the idea of antiradiance
  • Two iterative solutions
  • One provably converges but slower
  • The other converges in practice and cheaper
  • Hierarchical discretization
  • Scalable for large scene
  • Appropriate refinement and pre-filtering
  • An efficient GPU implementation
  • No visibility dependency, enhance parallelization

13
  • Reformulating the
  • Rendering Equation

14
Traditional Rendering Equation
Radiance
15
Traditional Rendering Equation (cont.)
geometry operator
reflection operator
Rendering Equation
16
Reformulation
  • Replace the geometry operator G with an operator
    U which does not need explicit visibility
  • Define the operator U

17
Reformulation (cont.)
18
Reformation (cont.)
  • Introduce a new quantity, antiradiance, to cancel
    out the extraneous radiance
  • Define a go-through operator J to let the
    incident light through opaque objects

19
Reformulation (cont.)
  • With the help of J, we can describe the relation
    between G and U

20
Reformulation (cont.)
antiradiance, A
21
Reformulation (cont.)
  • Remove G to get rid of explicit visibility

Therefore, we can compute one iteration step of
classical light transport
22
Reformulation (cont.)
  • Finally we have reformulated the rendering
    equation by replacing G with U and A

New rendering equation
23
Iterative Solution
  • Two schemes to compute L and A
  • Asymmetric Iteration corresponds to traditional
    global illumination and provably converges
  • after one step of
  • Iterate several steps of
  • until convergence
  • Symmetric Iteration iteratively propagate the
    above joint equation, cannot formally prove
    convergence but stable in practice

24
Iterative Solution (cont.)
  • Discussion
  • Visually, convergence is achieved after less than
    10 iterations
  • The output result doesnt make difference between
    these two solutions

25
Iterative Solution (cont.)
26
  • Discrete Finite
  • Element Solution

27
Discretization
  • Discretize the scene into a hierarchy of patches
    pi with centers xi
  • Discretize the space of directions into m bins,
    each covers a solid angle ?bin 4p / m (620
    degrees in practice)

28
Iterative Computation
  • The iterative computation consists of two steps
  • Global passsimilar to the link pass of
    traditional radiosity, generate operator U
  • Local passtransfer incident radiance Lin to
    exitant intensity and antiradiance, thus, compute
    the operator K and J

29
Iterative Computation (cont.)
  • Global pass
  • Receiving patch pi (centered at xi)
  • Sending patch pk(centered at xk)
  • Interaction bin ?j lt-gt ?l

?l
?j
30
Iterative Computation (cont.)
  • Global pass (cont.)
  • The flux from xk emitted toward dA is
  • Distribute the incident flux uniformly over the
    receiving bin to get the incident radiance at xi

form-factor
Compare to traditional form-factor
31
Iterative Computation (cont.)
  • Global pass (cont.)
  • Link creation

32
Iterative Computation (cont.)
  • Hierarchy and Refinement
  • To make the computation tractable, solve the
    finite element problem hierarchically
  • The method is similar to Hierarchical Radiosity
    with Clustering Smits et al. 1994 Sillion 1995

33
Iterative Computation (cont.)
  • Link refinement

Condition1 The solid angle of the sender with
respect to the receiver is larger than a bin ?
Subdivide the link
A
B
  • Condition2
  • The solid angle of the sender with respect to the
    receiver is smaller than a bin
  • Compute form-factor and
  • establish the link

34
Hierarchy and Refinement (cont.)
  • Interaction bin refinement
  • The sender patch may cover a large solid angle so
    that spread over several bins, thus lead to
    artifacts
  • Select a circular neighborhood of size of s to
    pre-filter the form-factor with Gaussian blur

Refinement using pre-filtering
35
Iterative Computation (cont.)
  • Local pass
  • Transform incident radiance Lin to reflected
    intensity(IL) and antiradiance itensity(IA)

36
Direct light and Dynamic Scenes
  • Direct light initialization
  • This approach is geared towards indirect
    illumination
  • For direct illumination, using one of existed
    method to initialize the incident radiance of the
    samples in the scene
  • Environment map
  • Shadow map (for direct shadow)
  • During rendering, sum direct and indirect
    lighting computation in screen-space

37
Direct light and Dynamic Scenes(cont.)
  • Moving objects and lights
  • Moving or deforming objects are handled naturally
    with this approach because there is no need to
    consider visibility
  • If the position of moving objects can be
    reasonably bound, the hierarchy doesnt need to
    be updated and only the form-factor need to be
    recomputed
  • The moving light can be handled in the same way

38
  • Implementation on
  • Graphics Hardware

39
Data Structures
  • Three tables with n rows(number of elements) each
    with m columns(number of bins), storing
  • Exitant intensity Iex
  • Incident radiance Lin
  • Total intensity Itotal

40
Data Structures
41
Operations
42
Operations (cont.)
  • Global pass
  • Energy is transferred from one outgoing bin of a
    sender to the bins of a receiver

43
Operations (cont.)
  • Push operation
  • Push the energy down the hierarchy
  • Local pass
  • Iterate over all bins of every element
  • Convolve the incident radiance with BRDF to
    obtain the reflected energy and antiradiance
  • Accumulate the energy to Itotal table
  • Pull operation
  • Pull energy from the leaves to their parents

44
  • Results

45
Implement Environment
  • All the tests were run on
  • Xeon processor (3Ghz)
  • NVIDIA GeForce 8800 GTX
  • The reference solutions are computed with
    PBRTPharr and Humphreys 2004, which using a
    path-tracer module
  • Film

46
Comparison
Path tracing 12K rays / pixel 350 x 330
pixels 13hr 39min
This paper 1024bins / 6088 elements 8
iterations 3min 45s on CPU
47
Comparison (cont.)
512 bins
128 bins
48
Comparison (cont.)
This paper 480K links / 12.5K elements 8
iterations 1.1 fps on GPU
Path tracing 8K rays / pixel 40hr
49
Comparison (cont.)
GPU 9 fps
CPU Imin 45s
PBRT 8hr 25min
Form-factor with Visibility 80min
Instant Radiosity 9 fps
50
Comparison (cont.)
Triangles / Elements / Links / Iterations / FPS /
FPS(anti-aliasing)
Initial linking / Local pass / Global pass / Push
pull / Texture memory / Link memory
51
  • Discussion

52
Discussion and Limitation
  • Limitation
  • Increased memory usage
  • The convergence of symmetric scheme can not be
    ensured

53
  • Conclusion
  • and
  • Future Work

54
Conclusion
  • A reformulation of the rendering equation using
    implicit visibility
  • A GPU friendly method which enhances
    parallelization
  • Interactive updates of global illumination for
    complex scene
  • With moving objects and lights, and glossy
    reflectors

55
Future Work
  • Apply the different way of thinking visibility
    problem to other applications
  • Occlusion culling
  • More theoretical analysis of the system for
    efficiency and high-quality solutions
  • Sampling
  • Filtering
Write a Comment
User Comments (0)
About PowerShow.com