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Spherical Harmonic Lighting of Wavelength-dependent Phenomena Clifford Lindsay, Emmanuel Agu Worcester Polytechnic Institute (USA)

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Presentation on theme: "Spherical Harmonic Lighting of Wavelength-dependent Phenomena Clifford Lindsay, Emmanuel Agu Worcester Polytechnic Institute (USA)"— Presentation transcript:

1 Spherical Harmonic Lighting of Wavelength-dependent Phenomena Clifford Lindsay, Emmanuel Agu Worcester Polytechnic Institute (USA)

2 Introduction  Modeling of Light Interference As A BRDF  Compactly Store Surface Response and Hemispheric Light Contribution In Terms Of Spherical Harmonic Coefficients  Evaluation of Light And Reflection Is Done on GPU  Working With Spectral Color Space Instead of RGB

3 Spherical Harmonics We can then use these coefficients to reconstruct an approximation to the original signal We can use spherical harmonics to approximate the original, where c i is a vector of SH coefficient Spherical harmonics is a set of basis functions defined in spherical coordinates

4 Interference Factors that Affect Light Interference :  Refractive index and thickness of the thin film  Refractive indices of the media 1 & 2  Incident Angle  and incident SPD (Spectral Power Distribution)

5 Spectral BRDF Just Like Regular BRDFs (but different)  Rendering equation  Function of 4 angles (incident, reflection)  Conservative What’s Different?  Different Color Interaction  Different Material Interaction  Different Viewer Interaction (non-reciprocal)

6 Previous Work in S.H.  Diffuse Reflection Maps, Hanrahan, Ramamoorthi, 2001  Physically Based BRDFs, Westin 1992  Isotropic BRDFs with SH Maps, Hanrahan, Ramamoorthi, 2002  Arbitrary BRDFs, Kautz et al, 2002  Radiance Transfer, Glossy Surfaces, Self-shadow, and Interreflection, Sloan et al, 2002

7 Our Approach Two Stage Approach: 1. Pre-computation 2. Render   

8 Pre-computation Total Light Contribution: BRDF Response:  Texture map based all possible view vectors  Set of coefficients approximating total light contribution

9 GPU V,T,B Vertex Processor Fragment Processor Texture Map, f i Uniform Var, L i Rendering:  Index Texture Map Based on view V  Summing the coefficients for final contribution  Add ambient, diffuse, Fresnel for additional realism

10 Conclusion  Real-time rendering of complex materials previously available to offline renderers (ray tracers)  Data and Data structures that are GPU friendly  Evaluation of Spherical Harmonics is a linear operation  Increased realism with Image Based Lighting and accurate BRDFs with GPU acceleration

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