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1. 2 3 4 5 Real-time Ray-tracing Real-time Ray-tracing Programmable Graphics Hardware Programmable Graphics Hardware Precomputed Radiance Transfer.

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Presentation on theme: "1. 2 3 4 5 Real-time Ray-tracing Real-time Ray-tracing Programmable Graphics Hardware Programmable Graphics Hardware Precomputed Radiance Transfer."— Presentation transcript:

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6 Real-time Ray-tracing Real-time Ray-tracing Programmable Graphics Hardware Programmable Graphics Hardware Precomputed Radiance Transfer Precomputed Radiance Transfer Wang et al. SIGGRAPH ‘09Dachsbacher et al. SIGGRAPH ‘07 6 Ritschel et al. SIGGRAPH Asia ‘08

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8 Sloan et al. SIGGRAPH ‘02 Ng et al. SIGGRAPH ‘03 Sloan et al. SIGGRAPH ‘03 Ng et al. SIGGRAPH ‘04 Wang et al. EGSR ‘04 Lui et al. EGSR ‘04 Sloan et al. SIGGRAPH ‘05 Zhou et al. SIGGRAPH ‘05 8 Pioneer, SH CPCA Wavelet Triple Product In-Out Fac. In-Out Fac. Dynamic Scenes Dynamic Scenes

9 Wang et al. ACMTOG ‘06 Green et al. I3D ‘06 Green et al. EGSR ‘07 Sun et al. SIGGRAPH ‘07 Ben-Artzi et al. ACMTOG ‘08 Ramamoorthi CG&V ‘09 Wang et al. SIGGRAPH Asia ‘ Xu et al. TVCG ‘08 Ben-Artzi et al. SIGGRAPH ‘06 Tsai et al. SIGGRAPH ‘06 SRBF BRDF-Editing CTA SVBRDF, BRDF-Editing Survey BRDF-Editing With G.I. BRDF-Editing With G.I. BRDF-Editing With G.I. BRDF-Editing With G.I.

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11 11 Fit clamped cosine term to basis Wang et al. SIGGRAPH Asia ‘09 – supplement materials

12 12 lobe axis lobe sharpness lobe amplitude

13 13 Rotated version Single Lobe Two LobesMultiple Lobes

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18 Decoupling BRDF from visibility 6D SVBRDF Represent 4D NDF (Microfacet) Visibility (binary) SSDF (Spherical Signed Distance Functions) Fit into SGs Map PCA Mixture of SGs (Spherical Gaussians) 18 Eigen- Vectors Eigen- Vectors

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20 20 Fresnel Term Geometry Term Normal Distribution Function

21 remaining factor (shadowing+Fresnel) NDF Very Smooth High-Frequency Fit into SGs 21

22 ground truth single-lobe SG (this paper) 256-term 64-term 16-term BRDF factorization Cook-Torrance m=0.1 Cook-Torrance m=

23 ground truth 7-lobe SG (this paper) 256-term 64-term BRDF factorization Ashikhmin-Shirley n u =8,n v =128 Ashikhmin-Shirley n u =25,n v =400 Ashikhmin-Shirley n u =75,n v =

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27 fabric green delrinsteel phenolic yellow albm bronze violet acrylic ground truth 1SG 2SG 3SG 256-Term Fac. 64-Term Fac. 27

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32 32 Reconstructed Visibility δ: elevation angle Inner product / vector product of SGs and V’(i) can be efficiently evaluated in the run time!

33 PCA coefficientsPCA eigenvectors 33

34 Compression results Ray-TracedUncompressed SSDFSSDF/PCA 384 Terms SSDF/PCA 144 TermsSSDF/PCA 48 TermsSSDF/PCA 16 Terms 34

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36 36 l: 3D light position s: intensity

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40 40 Cosine Approximation Lighting Approximation BRDF Approximation Visibility Approximation SGs for NDF Spherical WarpMultiplied remaining factor PCA coefficients of SSDFs Uncompressed on GPU

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43 Per-vertex vs. per-pixel wireframe per-vertex shadingper-pixel shading 43

44 Distant environmental light + nearby point light 44

45 Results for isotropic BRDFs 45

46 Results for anisotropic BRDFs 46

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51 51 Transfer vector (diffuse) Transfer Matrix (glossy)

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53 53 = LoLo LiLi Column: Lighting direction Row: Pixel or Vertex

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59 Factor the BRDF into terms which depend only on incident / outgoing angles We can then define and precompute a view- independent transport function Thus, rendering is reduced to 59

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63 Real-Time BRDF Editing in Complex Lighting – Ben-Artzi, Overbeck, Ramamoorthi – SIGGRAPH

64 Fixed the scene, lighting, and viewpoint Write the BRDF as an expansion in terms of basis functions, instead of lighting 64 Fixed partEditable part

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