Title: Frequency Domain Normal Map Filtering
1Frequency DomainNormal Map Filtering
- Charles Han
- Bo Sun
- Ravi Ramamoorthi
- Eitan Grinspun
- Columbia University
2Normal Mapping
3Normal Mapping
- (Blinn 78)
- Specify surface normals
4Normal Mapping
5A Problem
- Multiple normals per pixel
- Undersampling
- Filtering needed
6Supersampling
7MIP mapping
- Pre-filter
- Normals do not interpolate linearly
- Blurring of details
8Comparison
supersampled
MIP mapped
9Representation
10Previous Work
- Gaussian Distributions
- (Olano and North 97)
- (Schilling 97)
- (Toksvig 05)
- Mixture Models
- (Fournier 92)
- (Tan, et.al. 05)
- 3D Gaussian
- 2D covariance matrix
- 1D Gaussian
-
- mixture of Phong lobes
- mixture of 2D Gaussians
11Our Contributions
- Theoretical Framework
- Normal Distribution Function (NDF)
- Linear averaging for filtering
- Convolution for rendering
- Unifies previous works
- New normal map representations
- Spherical harmonics
- von Mises-Fisher Distribution
- Simple, efficient rendering algorithms
12Normal Distribution Function (NDF)
- Describes normals within region
- Defined on the unit sphere
- Integrates to one
- Extended Gaussian Image (Horn 84)
13Normal Distribution Function
normal map
NDF
14Normal Distribution Function
normal map
NDF
15Normal Distribution Function
normal map
NDF
16Normal Distribution Function
normal map
NDF
17NDF Filtering
normal map
18NDF Filtering
normal map
19NDF Filtering
- NDF averaging is linear
- Store NDFs in MIP map
20Rendering
- Radially symmetric BRDFs
- Lambertian
- Blinn-Phong
- Torrance-Sparrow
- Factored
rendered image
21Supersampling
supersampled image
Effective BRDF
22Effective BRDF
23Spherical Convolution
- Form studied in lighting
- (Basri and Jacobs 01)
- (Ramamoorthi and Hanrahan 01)
- Effective BRDF convolution of NDF BRDF
24Spherical Convolution
BRDF
NDF
Effective BRDF
25Previous Work
- Gaussian Distributions
- Olano and North (97)
- Schilling (97)
- Toksvig (05)
- Mixture Models
- Fournier (92)
- Tan, et.al. (05)
- Our Work
3D Gaussian 2D covariance matrix 1D
Gaussian mixture of Phong lobes mixture of 2D
Gaussians
spherical harmonics von Mises-Fisher mixtures
26Spherical Harmonics
- Analogous to Fourier basis
- Convolution formula
27BRDF Coefficients
- Arbitrary BRDFs
- Cheaply represented
- Analytic compute in shader
- Measured store on GPU
- Easily changed at runtime
28NDF Coefficients
- Store in MIP mapped textures
- Finest-level NDFs are delta functions, so
- Use standard linear filtering
29Effective BRDF Coefficients
- Product of NDF, BRDF coefficients
- Proceed as usual
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31Limitations
- Storage cost of NDF
- One texture per coefficient
- O( ) cost
- Limited to low frequencies
32von Mises-Fisher Distribution (vMF)
- Spherical analogue to Gaussian
- Desirable properties
- Spherical domain
- Distribution function
- Radially symmetric
33Mixtures of vMFs
NDF
number of vMFs
34Expectation Maximization (EM)
- From machine learning
- Used in (Tan et.al. 05)
- Fit model parameters to data
EM
35Rendering
- Convolution
- Spherical harmonic coefficients
- Analytic convolution formula
- Extensions to EM
- Aligned lobes (Tan et.al. 05)
- Colored lobes
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40Conclusion
- Summary
- Theoretical Framework
- New NDF representations
- Practical rendering algorithms
- Future directions
- Offline rendering, PRT
- Further applications for vMFs
- Shadows, parallax, inter-reflections, etc.
41Thanks!
- Tony Jebara, Aner Ben-Artzi, Peter Belhumeur,
- Pat Hanrahan, Shree Nayar, Evgueni Parilov,
- Makiko Yasui, Denis Zorin, and nVidia.
http//www.cs.columbia.edu/cg/normalmap