Eikonal Rendering: View Renderer

Slides:



Advertisements
Similar presentations
Introduction to Direct3D 10 Course Porting Game Engines to Direct3D 10: Crysis / CryEngine2 Carsten Wenzel.
Advertisements

Art Tevs, Saarbrücken, Germany max planck institut informatik osg-user-meeting, Paris, april 2008.
Real-Time Rendering 靜宜大學資工研究所 蔡奇偉副教授 2010©.
Exploration of advanced lighting and shading techniques
POST-PROCESSING SET09115 Intro Graphics Programming.
Cs /11/2003 Page 1 Special Image Effects Particle Systems Fog Lens Flares Shadows Programmable Shaders.
CS123 | INTRODUCTION TO COMPUTER GRAPHICS Andries van Dam © 1/16 Deferred Lighting Deferred Lighting – 11/18/2014.
Sven Woop Computer Graphics Lab Saarland University
COMPUTER GRAPHICS CS 482 – FALL 2014 NOVEMBER 10, 2014 GRAPHICS HARDWARE GRAPHICS PROCESSING UNITS PARALLELISM.
Scalability with Many Lights 1 Lightcuts & Multidimensonal Lightcuts Course: Realistic Rendering with Many-Light Methods Note: please see website for the.
Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless)
Understanding the graphics pipeline Lecture 2 Original Slides by: Suresh Venkatasubramanian Updates by Joseph Kider.
Patrick Cozzi University of Pennsylvania CIS Fall 2013
Final Presentation Extension to GPU based path tracer By- Gundeep Singh.
Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
Advanced Rendering MATERIALS, POSTEFFECTS AND SCENE COMPOSITION GDC
Fast GPU Histogram Analysis for Scene Post- Processing Andy Luedke Halo Development Team Microsoft Game Studios.
I3D Fast Non-Linear Projections using Graphics Hardware Jean-Dominique Gascuel, Nicolas Holzschuch, Gabriel Fournier, Bernard Péroche I3D 2008.
Real-time Dynamic HDR Based Lighting in a Static Environment Marcus Hennix Daniel Johansson Gunnar Johansson Martin Wassborn.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
High-Quality Video View Interpolation
CSCE 641 Computer Graphics: Image-based Rendering (cont.) Jinxiang Chai.
Designing a 3D Video Camera Hylke Buisman and Derek Chan Supervisor: Christian Theobalt Real-time depth up-sampling Hylke Buisman and Derek Chan Supervisor:
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer.
Post-rendering Cel Shading & Bloom Effect
CSS552 Final Project Demo Peter Lam Tim Chuang. Problem Statement Our goal is to experiment with different post rendering effects (Cel Shading, Bloom.
Today More raytracing stuff –Soft shadows and anti-aliasing More rendering methods –The text book is good on this –I’ll be using images from the CDROM.
Reflections Specular reflection is the perfect reflection of light from a surface. The law a reflection states that the direction of the incoming ray and.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Overview [See Video file] Architecture Overview.
A Crash Course in HLSL Matt Christian.
-Global Illumination Techniques
Project Raytracing. Content Goals Idea of Raytracing Ray Casting – Therory – Practice Raytracing – Theory – Light model – Practice Output images Conclusion.
Yingcai Xiao Voxel Game Engine Development. What do we need? What tools do we have? How can we design and implement? We will answer those questions in.
CSC 461: Lecture 3 1 CSC461 Lecture 3: Models and Architectures  Objectives –Learn the basic design of a graphics system –Introduce pipeline architecture.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1Computer Graphics Lecture 4 - Models and Architectures John Shearer Culture Lab – space 2
COMPUTER GRAPHICS CSCI 375. What do I need to know?  Familiarity with  Trigonometry  Analytic geometry  Linear algebra  Data structures  OOP.
Hardware-accelerated Rendering of Antialiased Shadows With Shadow Maps Stefan Brabec and Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken,
A Few Things about Graphics Jian Huang Computer Science University of Tennessee.
CSCE 552 Spring D Models By Jijun Tang. Triangles Fundamental primitive of pipelines  Everything else constructed from them  (except lines and.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Ray-tracing.
Material obtained from Summer workshop in Guildford County, July, 2014 Unit 6.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Maths & Technologies for Games Advanced Graphics: Scene Post-Processing CO3303 Week
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
CSCE 641 Computer Graphics: Image-based Rendering (cont.) Jinxiang Chai.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Models and Architectures 靜宜大學 資訊工程系 蔡奇偉 副教授 2012.
Lecture Rendering pipeline, shaders and effects 1Elias Holmlid.
Scene Manager Creates and places movable objects like lights and cameras so as to access them efficiently, e.g. for rendering. Loads and assembles world.
Aspects of Game Rendering
Week 11 - Wednesday CS361.
DX11 TECHNIQUES IN HK2207 Takahiro Harada AMD. DX11 TECHNIQUES IN HK2207 Takahiro Harada AMD.
Basic Rendering Techniques
Deferred Lighting.
The Graphics Rendering Pipeline
VOLUMETRIC VIDEO // PLENOPTIC LIGHTFIELD // MULTI CAMERA METHODOLOGIES
GPU Graphics Gary J. Katz University of Pennsylvania CIS 665
Models and Architectures
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
UMBC Graphics for Games
(c) 2002 University of Wisconsin
Selective material rendering
VIDEO CARDS.
Presentation transcript:

Eikonal Rendering: View Renderer refEiko - View renderer “Eikonal Rendering: Efficient Light Transport in Refractive Objects”, Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel

Overview: 2 main components System capable of Refractive Object Rendering: Light Simulator (pre-process, ~10 secs) View Renderer (real-time, 5-60 fps) To efficiently map our concepts onto the GPU we have developed new algorithms and data structures that enable us to strongly accelerate light simulation and achieve real-time view rendering performance. We use a volumetric scene representation to store all relevant data in textures, such as refraction indices, their local gradients and attenuation values describing the local energy loss due to material properties.

Renderer Shader Model >= 3.0 GPU Use OpenSceneGraph (v1.2) for the low level tasks, e.g. transparency sorting, mesh rendering, etc. nrEngine: script handling, resource management, … Volume Ray Casting - Renderer implements the image formation model of our algorithm - Implemented on SH4.0 but can run on SH3.0 hardware - For ray propagation use the ray casting principle (shooting rays from camera through the object)‏ - Thus try to find a solution for the volume rendering integral

Scene Graph based rendering (depth and transparency sorting) OpenSceneGraph for rendering the meshed environment, It gives us also Depth and Transparency sorting Refractive objects can be seen from the other one but by one frame difference (since the envmap is rendered before volume object)‏

Renderer Full HDR color along complete rendering pipeline Post processing by PPUG (post-processing units graph) Completely scriptable

Scene Representation XML description of a complete scene Supported objects: Camera Light Shader Texture Model (Mesh) Entity (Static, Voxel Volume) Environment Map (CubeMap, PlaneMap, ShadowCubeMap) Post Processing Unit

Scene graph Root Node Environment Renderable Map Root Node Entity Light Group Light 1 Light 2 Mesh (Geode) Mesh (Geode)

Volume rendering Volume rendering is required for our approach VoxelVolume class stays for an osg node handling volume rendering VoxelVolumeDrawable derived from osg::Drawable, implements volume rendering by a shader program Rendering by a proxy geometry (ray casting) Box primitive (default) Geode as a child-node

Post Processing Effects Post processing by a so called PPU, post processing unit PPUs are combined into a graph Multiple inputs for each of PPU (osg::Texture) Multiple outputs (MRT) are implemented, but not well tested ;-( PPUG could contribute to osg as a new node kit

PP Effects (HDR bloom, Depth of Field, Motion Blur, [+ tone mapping]) Post Processing effects. Renderer implements a ppu graph Result after the volume ray casting is stored in a 16bit float texture. blooming or glowing, depth of field and motion blur are done in HDR at the end an adaptive tone mapping approach

Post Processing Units Graph (Depth of Field) DoF resample 0.5 DoF resample 0.5 DoF blur horizontal DoF blur vertical DoF blur horizontal DoF blur vertical Color bypass DoF Result Depthmap bypass Taken from http://www.daionet.gr.jp/~masa/archives/GDC2003_DSTEAL.ppt

Post Processing Units Graph (HDR Bloom + tone mapping) DoF Result Downsample Compute avg. luminance Compute scaled luminance Brightpass Downsample Blur vertical Blur horizontal Tone mapping Based on http://msdn2.microsoft.com/en-us/library/bb173484.aspx

Summary & Future work Nice renderer for our approach HDR rendering and scripting Osg 2.x is supported, but not well tested osgLua implementation required Possible contribution to the community by developing a new node kit osgPPU New SH4.0 features are in development, hence new contribution to osg will follow: Texture2DArray, GeometryProgram, …

Advertisement Visit our implementation sketch at Thursday, 9th August, Room 3 at San Diego Convention Center: GPU-based Light Wavefront Simulation for Real-Time Refractive Object Rendering Google for Eikonal Rendering or just go to : http://www.mpi-inf.mpg.de/resources/EikonalRendering/ and download slides, videos and source code. Visit my Homepage http://www.tevs.eu ;-)

Discussion & Demo