Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University.

Slides:



Advertisements
Similar presentations
Exploration of advanced lighting and shading techniques
Advertisements

1 Graphics CSCI 343, Fall 2013 Lecture 18 Lighting and Shading.
An Introduction to Light Fields Mel Slater. Outline Introduction Rendering Representing Light Fields Practical Issues Conclusions.
Direct Volume Rendering. What is volume rendering? Accumulate information along 1 dimension line through volume.
Lecture 14 Illumination II – Global Models
3D Graphics Rendering and Terrain Modeling
Part I: Basics of Computer Graphics
RADIOSITY Submitted by CASULA, BABUPRIYANK. N. Computer Graphics Computer Graphics Application Image Synthesis Animation Hardware & Architecture.
1. SIGGRAPH 2010 Single Scattering in Heterogeneous Participating media Cyril Delalandre Pascal Gautron Jean-Eudes MarvieGuillaume François Technicolor.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
Hokkaido University Efficient Rendering of Lightning Taking into Account Scattering Effects due to Clouds and Atmospheric Particles Tsuyoshi Yamamoto Tomoyuki.
Splatting Josh Anon Advanced Graphics 1/29/02. Types of Rendering Algorithms Backward mapping Image plane mapped into data Ray casting Forward mapping.
Final Gathering on GPU Toshiya Hachisuka University of Tokyo Introduction Producing global illumination image without any noise.
Shadow Algorithms Gerald Matzka Computer Science Seminar.
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges Tomas Akenine-Möller Ulf Assarsson Department of Computer Engineering, Chalmers University.
7M836 Animation & Rendering
1 7M836 Animation & Rendering Global illumination, ray tracing Arjan Kok
Paper by Alexander Keller
Adaptive Cloud Simulation Using Position Based Fluids
Introduction | Crepuscular rays and Caustics Caustics are high intensity highlights due to convergence of light via different paths Crepuscular rays (godrays)
A Simple, Efficient Method for Realistic Animation of Clouds
A Simple, Efficient Method for Realistic Animation of Clouds Yoshinori Dobashi Kazufumi Kaneda Hideo Yamashita Tsuyoshi Okita Tomoyuki Nishita SIGGRAPH.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
Computer Graphics Shadows
Computer graphics & visualization. Game Design - Rendering Smoke & Clouds Jürgen Treml Talk Overview 1.Introduction to Clouds.
Erdem Alpay Ala Nawaiseh. Why Shadows? Real world has shadows More control of the game’s feel  dramatic effects  spooky effects Without shadows the.
Computer Graphics Mirror and Shadows
Direct Illumination with Lazy Visibility Evaluation David Hart Philip Dutré Donald P. Greenberg Cornell University SIGGRAPH 99.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
1/45 A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering Yoshinori Dobashi (Hokkaido University) Yoshihiro.
Realtime Caustics using Distributed Photon Mapping Johannes Günther Ingo Wald * Philipp Slusallek Computer Graphics Group Saarland University ( * now at.
Real-Time Rendering of Planets with Atmospheres
Definitions Spectral Elements – data structures that contain information about data at points within each geometric entity. Finite elements only hold information.
Interactive Hair Rendering Under Environment Lighting Valentin JANIAUT Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining Guo.
02/25/05© 2005 University of Wisconsin Last Time Meshing Volume Scattering Radiometry (Adsorption and Emission)
A Fast Simulation Method Using Overlapping Grids for Interactions between Smoke and Rigid Objects Yoshinori Dobashi (Hokkaido University) Tsuyoshi Yamamoto.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
-Global Illumination Techniques
CS447/ Realistic Rendering -- Radiosity Methods-- Introduction to 2D and 3D Computer Graphics.
1 Shadows (2) ©Anthony Steed Overview n Shadows – Umbra Recap n Penumbra Analytical v. Sampling n Analytical Aspect graphs Discontinuity meshing.
Efficient Rendering of Local Subsurface Scattering Tom Mertens 1, Jan Kautz 2, Philippe Bekaert 1, Frank Van Reeth 1, Hans-Peter Seidel
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Computer graphics & visualization Photon Mapping.
Computer Graphics 2 Lecture 7: Texture Mapping Benjamin Mora 1 University of Wales Swansea Pr. Min Chen Dr. Benjamin Mora.
Rendering Fake Soft Shadows with Smoothies Eric Chan Massachusetts Institute of Technology.
Radiosity Jian Huang, CS594, Fall 2002 This set of slides reference the text book and slides used at Ohio State.
Computer Graphics II University of Illinois at Chicago Volume Rendering Presentation for Computer Graphics II Prof. Andy Johnson By Raj Vikram Singh.
Basic Ray Tracing CMSC 435/634.
Yoshinori Dobashi (Hokkaido University) Yusuke Shinzo (Hokkaido University) Tsuyoshi Yamamoto (Hokkaido University) Modeling of Clouds from a Single Photograph.
Pure Path Tracing: the Good and the Bad Path tracing concentrates on important paths only –Those that hit the eye –Those from bright emitters/reflectors.
Volume Visualization with Ray Casting
Single Pass Point Rendering and Transparent Shading Paper by Yanci Zhang and Renato Pajarola Presentation by Harmen de Weerd and Hedde Bosman.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
3/16/04James R. McGirr1 Interactive Rendering of Large Volume Data Sets Written By : Stefan Guthe Michael Wand Julius Gonser Wolfgang Straβer University.
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Path Tracing Algorithms K. H. Ko School of Mechatronics Gwangju.
Clouds and You (mostly clouds) a Summary of “A Simple, Efficient, Method for Realistic Animation of Clouds” Paper by Yoshinori Dobashi, Kazufumi Kaneda,
Painterly Rendering for Animation Introduction speaks of focus and detail –Small brush strokes focus and provide detail –Large strokes are abstract and.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
High-Quality Pre-Integrated Volume Rendering Using Hardware Accelerated Pixel Shading Klaus Engel, Martin Kraus, Thomas Ertl Visualization and Interactive.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Illumination Models. Introduction 1 Illumination model: Given a point on a surface, what is the perceived color and intensity? Known as Lighting Model,
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
1 CSCE 441: Computer Graphics Lighting Jinxiang Chai.
Real-Time Soft Shadows with Adaptive Light Source Sampling
Computer Graphics Chapter 9 Rendering.
Real-time Rendering Shadow Maps
Visibility Computations
Yoshinori Dobashi Hokkaido University Tsuyoshi Yamamoto
Presentation transcript:

Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University Yoshinori Dobashi Hokkaido University

Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion Introduction - motivation - previous work Rendering Light Beams - basic Idea - problems - high quality rendering Rendering the Earth’s Atmosphere - rendering sky - rendering the earth viewed from space Results Conclusion

Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

Atmospheric Effects Real-time rendering of realistic images Real-time rendering of realistic images Atmospheric Scattering Effects Motivation - spotlights - sunlight through windows - earth’s atmosphere Real-time rendering of atmospheric effects Real-time rendering of atmospheric effects Our Goal: requires long computation time - scattering and absorption of light due to small particles

Atmospheric Effects Previous Work - use of voxels to store the intensity of light Volume rendering [e.g. Behrens98, Westermann98] - consuming texture memory for volume data - difficult to capture the edges of shafts of light edges of spotlight edges of shadows

Atmospheric Effects Previous Work Interleaved sampling [Keller01] - a general and efficient solution to the sampling problem - not optimal for rendering atmospheric scattering 2D texture based approach [Dobashi01, Everitt99] Earth’s atmosphere - no methods for real-time rendering of realistic images - use of shadow and projective texture mapping - artifacts due to sampling errors

Atmospheric Effects Proposed Method Rendering light beams - point/infinite light sources - uniform density of atmospheric particles Rendering earth’s atmosphere - sky - density decreases exponentially according to the height from the ground - the earth viewed from space Precise and efficient rendering of atmospheric effects

Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

Atmospheric Effects point source I eye viewpoint scattered light   T ls dttgtHtII 0 ),()(),()( Intensity at viewpoint Shading Model for Light Beams

Atmospheric Effects IsIs t point light viewpoint P IlIl tH)( : visibility function Shading Model for Light Beams   T ls dttgtHtII 0 ),()(),()( : intensity of light l tI),( : attenuation function tg),( Intensity at viewpoint

Atmospheric Effects Basic Idea Intensity at viewpoint [Dobashi00]   T ls dttgtHtII 0 ),()(),()(    n k1 l tI),( tg),( tH)( screen sampling plane viewpoint point light computed at lattices

Atmospheric Effects    n k1 Basic Idea l tI),( tg),( Intensity at viewpoint   T ls dttgtHtII 0 ),()(),()( tH)( light map texture mapping light map viewpoint point light [Dobashi00]

Atmospheric Effects    n k1 Basic Idea l tI),( tg),( Intensity at viewpoint   T ls dttgtHtII 0 ),()(),()( tH)( viewpoint point light [Dobashi00] object shadow mapping

Atmospheric Effects    n k1 Basic Idea l tI),( tg),( Intensity at viewpoint   T ls dttgtHtII 0 ),()(),()( tH)( viewpoint point light render sampling planes with additive blending [Dobashi00] object shadow mapping

Atmospheric Effects accumulation of errors in proportion to number of sampling planes quantization with 8 bit precision in most hardware - artifacts due to quantization errors Problems Many planes/lattices for high quality image Accuracy number of planes number of lattice points  - increase in rendering time rendering time  number of planes number of lattice points sampling errors pseudo-contours

Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs t point light P IlIl tt Intensity at viewpoint

Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs t point light P IlIl tt Intensity at viewpoint changes severely changes smoothly const. in  t

Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs t point light P IlIl tt Intensity at viewpoint fhfh flfl    tt t l k k dttHtI)(),(   tt t k k dttg),( x

Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs point light IlIl Intensity at viewpoint fhfh flfl    tt t l k k dttHtI)(),(   tt t k k dttg),( x = 1.0 scattered light scattering component

Atmospheric Effects High Quality Rendering    n k1 s t II ),(   T ls dttgtHtII 0 ),()(),()(    tt t lks k k dttgtHtItI),()(),(),( IsIs point light IlIl Intensity at viewpoint fhfh flfl    tt t l k k dttHtI)(),(   tt t k k dttg),( x scattering component ratio of reached light object Illumination component

Atmospheric Effects sub-planes for accurate sampling use of texture to store pre-integrated values High Quality Rendering Illumination component fh:fh:   tt t l k k dttHtI)(),( Scattering component fl:fl:   tt t k k dttg),( - changes smoothly - can be sampled at a large interval - includes visibility H and intensity distribution I l - must be sampled at a short interval

Atmospheric Effects sub-planes for accurate sampling use of texture to store pre-integrated values High Quality Rendering - changes smoothly - can be sampled at a large interval - includes visibility H and intensity distribution I l - must be sampled at a short interval Illumination component fh:fh:   tt t l k k dttHtI)(),( Scattering component fl:fl:   tt t k k dttg),(

Atmospheric Effects Textures for Scattering Component     tt t c ckl k k dt s ts Ftf 2 ))(exp( ),(),(   (point light) tktk  viewpoint point light s t P’ tt P : phase function )( , F cc : density  : attenuation ratio  : phase angle s : distance between light and P’ t : distance between viewpoint and P’ tktk : distance between viewpoint and P sampling plane k sampling plane k+1

Atmospheric Effects P’ P     tt t c ckl k k dt s ts Ftf 2 ))(exp( ),(),(    s point light (point light) sampling plane k sampling plane k+1 tktk viewpoint t tt - local coordinate UV P(u, v) Q P’(u’, v) U V k tuut  ' su/'cos  222 'vus  Textures for Scattering Component

Atmospheric Effects  s point light P’(u’, v) sampling plane k sampling plane k+1 tktk viewpoint t tt P(u, v) ),,(),,( vuqcvuf kl  )exp( kck tc  ' ' ))''(exp( )),'/'((cos),,( du vu uuvu vuuFvuq c tu u c         x k c : constant for each sampling plane vuq),,( : 2D texture f l is evaluated precisely since texture stores integrated values Q U V reducing quantization errors Textures for Scattering Component

Atmospheric Effects sub-planes for accurate sampling use of texture to store pre-integrated values High Quality Rendering - changes smoothly - can be sampled at a large interval - includes visibility H and intensity distribution I l - must be sampled at a short interval Illumination component fh:fh:   tt t l k k dttHtI)(),( Scattering component fl:fl:   tt t k k dttg),(

Atmospheric Effects light Computation of Illumination Component    tt t lkh k k dttHtItf)(),(),( viewpoint sampling plane sub-plane - m k sub-planes between sampling planes k and k+1 - m k is determined adaptively strong intensity many sub-planes     1 0 )(),( 1 ),( k m j jjl k kh rHrI m tf r j : distance between viewpoint and sub-plane j

Atmospheric Effects light viewpoint sampling plane sub-plane Determining number of sub-planes, m k Determining number of sub-planes, m k 1. shoot a ray 2. compute intensity of scattered light 3. generate sub-planes in proportion to intensity use textures for scattering component Intensity of scattered light mkmk  :user-specified threshold  same contribution of each sub-plane to pixel intensity Computation of Illumination Component

Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space earth viewpoint atmosphere

Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space atmosphere viewpoint earth - atmosphere is very thin layer covering the earth

Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space atmosphere viewpoint earth sampling spheres - use of sampling spheres instead of sampling plane - atmosphere is very thin layer covering the earth

Atmospheric Effects Rendering Earth’s Atmosphere No shadows of objects Rendering Sky - extending method for light beams Rendering the earth viewed from space - atmosphere is very thin layer covering the earth - use of sampling spheres instead of sampling plane atmosphere viewpoint earth sampling spheres

Atmospheric Effects Intensity at viewpoint Intensity at viewpoint Rendering Sky   T vlsunv dttgsgt  FII 0 ),(),(),(),()()(  sun I)( : intensity of sunlight l sg),( : attenuation ratio between P s and P v tg),( : attenuation ratio between P and P v F),(  : phase function : density of particles t  ),(  s t P viewpoint earth PsPs atmosphere PvPv sun I

Atmospheric Effects Rendering Sky Intensity at viewpoint Intensity at viewpoint   T vlsunv dttgsgt  FII 0 ),(),(),(),()()(  sun I)( : intensity of sunlight v tg),( : attenuation ratio between P s and P l sg),( : attenuation ratio between P and P v F),(  : phase function : density of particles t  ),( earth viewpoint atmosphere PvPv

Atmospheric Effects Rendering Sky Intensity at viewpoint Intensity at viewpoint earth viewpoint atmosphere PvPv       n k k j jvlsunv tgsgtFII ),(),()(),()()( R  P PsPs k k+1 sun I)( : intensity of sunlight l sg),( : attenuation ratio between P s and P F),(  : phase function ),( kv tg  : attenuation between sampling planes k and k+1 t)( R : cumulative density of particles between sampling planes k and k+1 sun I

Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII ),(),()(),()()( R  viewpoint PvPv

Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII ),(),()(),()()( R  - compute I sun F at lattice points viewpoint PvPv

Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k - draw plane with blending: FB = FB x  g v + F x R x g l ( FB : frame buffer) intensity of scattered light attenuation Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII ),(),()(),()()( R  viewpoint PvPv - compute I sun F at lattice points

Atmospheric Effects earth Rendering Sky Algorithm Algorithm create textures of g l,  g v, R for k = n to 1, repeat: - map g l,  g v, R textures onto sampling plane k - draw plane with blending: FB = FB x  g v + F x R x g l ( FB : frame buffer) intensity of scattered light attenuation Intensity at viewpoint Intensity at viewpoint       n k k j jvlsunv tgsgtFII ),(),()(),()()( R  viewpoint PvPv - compute I sun F at lattice points

Atmospheric Effects Rendering Sky Textures of Textures of g l,  g v, R sun I P viewpoint earth PsPs s atmosphere : extinction coefficient (constant)  : density of particles  )exp()(ahh  ( a : const)   s PP dll 0 ))()(exp(  sl PPg),( PvPv h

Atmospheric Effects Rendering Sky sun I P viewpoint earth PsPs atmosphere h ll s Textures of Textures of g l,  g v, R PvPv : extinction coefficient (constant)  : density of particles  )exp()(ahh  ( a : const)   s PP dll 0 ))()(exp(  sl PPg),( ),,(),(  llsl hgPPg 

Atmospheric Effects ),,(),(  vvvv hgPPg  ),,(),(  vv hRPPR  ),,(),(  llsl hgPPg  Rendering Sky sun I P viewpoint earth PsPs atmosphere h vv Textures of Textures of g l,  g v, R store as 2D textures PvPv : extinction coefficient (constant)  : density of particles  )exp()(ahh  ( a : const)   s PP dll 0 ))()(exp(  sl PPg),(

Atmospheric Effects Overview Introduction Rendering Light Beams Rendering the Earth’s Atmosphere - motivation - previous work - basic Idea - problems - high quality rendering - rendering sky - rendering the earth viewed from space Results Conclusion

Atmospheric Effects Experimental Results #planes: 40 mesh: 60x60 #planes: 160 mesh: 60x60 #planes: 30 #sub-planes: 120 (ave.) mesh: 10x10 previous method proposed method computer: Athlon 1.7GHz, GeForce3

Atmospheric Effects Experimental Results Image size: 300x450 computer: Athlon 1.7GHz, GeForce3 # of planes (sub- planes) time result method [sec.] previous ray-tracing 29 [sec.] - interleaved [Keller01] 0.12 [sec.] 160 mesh 60x9010x (174) 0.08 [sec.] proposed 10x15

Atmospheric Effects Experimental Results # of planes (sub- planes) time result method [sec.] previous ray-tracing 29 [sec.] - interleaved [Keller01] 0.12 [sec.] 160 Image size: 300x450 computer: Athlon 1.7GHz, GeForce3 mesh 60x9010x (174) 0.08 [sec.] proposed 10x15

Atmospheric Effects Results sampling plane: 9 sub-plane:309 sampling plane: 30 sub-plane:263 Image size: 720x480 computer: Athlon 1.7GHz, GeForce3 time: 0.32 [sec.] time: 0.12 [sec.]

Atmospheric Effects sampling plane: 100(sky) 30(shaft) sub-plane:135 time: 0.16 [sec.] Results Image size: 720x480 computer: Athlon 1.7GHz, GeForce3 sampling sphere: 10 time: 0.06 [sec.]

Atmospheric Effects DEMO Real-time Animation Using Note PC Pentium III (1.2 GHz) Nvidia GeForce 2 Go

Atmospheric Effects Conclusion Fast rendering of atmospheric effects - 2D textures to store intensities of scattered light - sub-planes for precise sampling of shadows - rendering of sky Rendering of light beams Extension to rendering earth’s atmosphere - rendering of earth viewed from space