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Toward Real-Time Global Illumination. Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force:

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Presentation on theme: "Toward Real-Time Global Illumination. Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force:"— Presentation transcript:

1 Toward Real-Time Global Illumination

2 Global Illumination == Offline? Ray Tracing and Radiosity are inherently slow. Speedup possible by: –Brute-force: more hardware, multicore…etc. –Approximate results

3 Under Simplified Assumption Can it become faster if: –…the view is fixed? –…the scene is static? –…the lights are simple? –…if indirect lighting is limited?

4 Lighting Design Assuming: –Static scene –Fixed (or limited) view Example: –Lpics: a hybrid hardware accelerated relighting engine for computer cinematography, SIGGRAPH 2005

5 Lpics Source: http://www.vidimce.org/publications/lpics/pdf/lpics-final-compressed.pdfhttp://www.vidimce.org/publications/lpics/pdf/lpics-final-compressed.pdf

6 Instant Radiosity (and the Problem of Many Lights?) What if we place many virtual light sources to represent indirect lighting? How do we handle a very large number of light sources? –Lightcuts: A Scalable Approach to Illumination, SIGGRAPH 2005

7 Reflective Shadow Maps Dachsbacher and Stamminger. 2005 symposium on Interactive 3D graphics and games (I3D '05). Source: http://dl.acm.org/citation.cfm?doid=1053427.1053460http://dl.acm.org/citation.cfm?doid=1053427.1053460

8 Precomputed Light Transport

9 Indirect Lighting Many indirect lighting effects are subtle, yet crucial for visual realism. Examples are: –Soft shadow –Ambient occlusion

10 Ambient Occlusion Ambient light is a very crude approximation to indirect reflections of surrounding objects. What if a point can’t see much of its surrounding? From: Janne Kontkanen & Samuli Laine ACM I3D 2005

11 Soft Shadow from Environment Lighting Sloan, Kautz, Snyder 2002 Shadows from smooth lighting (precomputed radiance transfer) Sen, Cammarano, Hanrahan, 2003 Shadows from point-lights (shadow maps, volumes)

12 Beyond Monte Carlo Path Tracing? Are global illumination solvers always time consuming? What if the scene and the lights are static ?  Radiosity (view can changes!) What if only the scene is static?

13 Light Stage Take photos under single point light at various positions. Trivial questions: how to produce new images at: –Two point lights? –Area light? –Environment light (captured by light probe)?

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15 Precomputed Light Transport Three important papers to start with: –"Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments" Sloan et al., SIGGRAPH 2002Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments –"All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation" Ng et al., SIGGRAPH 2003.All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation –"Triple Product Wavelet Integrals for All- Frequency Relighting" Ng et al. SIGGRAPH 2004Triple Product Wavelet Integrals for All- Frequency Relighting

16 The following 8 slides are from Ren Ng’s SIGGRAPH 2003 presentation

17 Relighting as Matrix-Vector Multiply

18 Input Lighting (Cubemap Vector) Output Image (Pixel Vector) Transport Matrix

19 Ray-Tracing Matrix Columns

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21 Light-Transport Matrix Rows

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24 Rasterizing Matrix Rows Pre-computing rows Rasterize visibility hemicubes with graphics hardware Read back pixels and weight by reflection function

25 Low-Frequency vs. All-Frequency Teapot in Grace Cathedral


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