Title: High Quality Final Gathering for Hierarchical Monte Carlo Radiosity in General Environments
1High Quality Final Gathering for Hierarchical
Monte Carlo Radiosityin General Environments
Frederic PérezIgnacio MartínXavier Pueyo
GGG-IIiA/UdGGirona, Spain
2Outline
- Subject of this work
- Previous work
- Our approach
- Results
- Conclusions
- Current and future work
3Subject of this work
- Objective
- Rendering of high quality (HQ) images
- For general environments
- Possibly including participating media
- General optical properties
- Accounting for the global illumination (GI)
- Strategy Two-pass method
- 1. Obtain coarse representation of GI
- 2. Refine the solution to get a HQ image
4Previous Work
- Chen et al. 91
- Progressive Multi-Pass
- Jensen 95
- Importance Driven Photon Maps
- Szirmay-Kalos et al. 98
- Importance Driven Quasi-Random Walk
- Stürzlinger 96, Ureña Torres 97
- Final Gathering
5Overview of the Algorithm
- 1st Pass Extended HMCR
- Bekaert et al.s Hierarchical Monte Carlo
Radiosity - Coarse solution not for rendering
- 2nd Pass Ray Tracing Final Gather
- Improved Importance Sampling with Link
Probabilities - Use links as a representation of part of the
irradiance
6First Pass Coarse Global Illumination
Extended HMCR
Source
Diffuse surface
Specular surface
- Iterate distributing energy
Medium
7First Pass Example
- Simple room (direct indirect illumination)
Model
8Second Pass High Quality Image
RayTracer with Final Gather
- Estimate eye radiance using
- obtained estimations
9Second Pass Link Probabilities
Importance Sampling with LPs
10Second Pass Example
- Simple room (direct indirect illumination)
11Second Pass Noise
- Simple room Progressivity
12Results
- Office room indirect illumination
13Results
- Kitchen scene (direct illumination)
- Lambertian light sources (windows)
14Results
15Conclusions
- Extension of HMCR
- Integration of participating media
- (Glossy diffuse) surfaces
- Final Gathering scheme for the computation of
high quality images - Based on the results of the HMCR extended
algorithm - Using adaptive Importance Sampling
- Quality of the images does not strongly depend on
the lighting conditions
16Current Work
- Natural Lighting
- Sun and sky light integrated in the HMCR
algorithm
17Current Work
- Cheaper Rendering Step
- Progressive Radiance Computation Coherence
18Future Work
- Improve Final Gather
- Scheel et al.s Grid Based Final Gather
19Acknowledgments
- ESPRIT Open LTR project 35772 SIMULGEN
- http//iiia.udg.es/Simulgen
- Generalitat de Catalunyas 2001/SGR/00296
- CICYTs TIC2001-2932-C03-01
20High Quality Final Gathering for Hierarchical
Monte Carlo Radiosityin General Environments
Frederic PérezIgnacio MartínXavier Pueyo
frederic_at_ima.udg.eshttp//ima.udg.es/7Efrederic
GGG-IIiA/UdGGirona, Spain
21Extra slides
22Second Pass Establishing Links
- Store links during the HMCR step
- All points within a leaf element share set of
links
- Establish link set during second step
- Each gathering point has its own set of links
23Application
24Application
25First Pass
- HMCR
- Interaction between a surface and a volume
26First Pass
- HMCR Isotropic media and 3d-textures
Direct viewing vs. Interpolation
Showing the subdivision or not
27Importance Sampling
- Variance reduction technique
- Use the best samples to evaluate an integral
Probability Density Function (PDF) prop. to
kernel - Reflectance equation
- Importance sampling
- Use of approximate for PDF ?
Usually by means of a 1st pass
28Second Pass Link Probabilities
- PDF accuracy and visibility
Solution Adaptive PDFs
29Results
- Simple scene with participating medium
30Results
- Another scene with participating medium
31Results
- Another scene with participating medium