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Efficient Rendering of Local Subsurface Scattering

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Efficient Rendering of Local Subsurface Scattering. Tom Mertens1, ... translucent. BSSRDF model. function of distance. introduced by Jensen et al. (SIGGRAPH'01) ... – PowerPoint PPT presentation

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Title: Efficient Rendering of Local Subsurface Scattering


1
Efficient Rendering of Local Subsurface Scattering
Tom Mertens1, Jan Kautz2, Philippe Bekaert1,
Frank Van Reeth1, Hans-Peter Seidel2
1
2
2
Overview
  • Problem
  • Related Work
  • Local Subsurface Scattering
  • Our Approach
  • Implementation Results
  • Discussion
  • Summary Future Work

3
Subsurface Scattering
translucent
opaque
  • BRDF

BSSRDF
4
BSSRDF model
  • introduced by Jensen et al. (SIGGRAPH01)
  • multiple scattering
  • materials with high albedo marble, milk, wax,
    skin,

function of distance
5
BSSRDF model
  • introduced by Jensen et al. (SIGGRAPH01)
  • multiple scattering
  • materials with high albedo marble, milk, wax,
    skin,

function of distance
6
Related Work
  • Jensen et al. 02
  • General scattering effects
  • Offline rendering
  • Mertens et al. 03
  • Dynamic models
  • General scattering effects
  • Per vertex
  • Our paper
  • Dynamic models
  • Local scattering effects
  • Per pixel

7
Local Subsurface Scattering
  • Certain cases no global response
  • Dense materials
  • Large scale
  • Distinct appearance!
  • Rough surface
  • Local sampling sufficient
  • But accuracy is important!
  • Rd decays exponentially
  • Per vertex too coarse
  • Apply to skin rendering

Global response
Only local response
8
Local Subsurface Scattering
Local subsurface scattering
Diffuse
9
Local Subsurface Scattering
Local
Full
10
Our Approach
  • High level description
  • Employ importance sampling scheme for Rd
  • Rendering algorithm
  • Generate importance samples
  • Render irradiance image
  • Integrate irradiance image locally in tangent
    plane

11
Importance Sampling of Rd
  • Need to solve integral
  • Idea sample according to Rd
  • Result set of distances ri
  • Issues
  • Need samples on surface, not ris
  • Need irradiance at sample

12
Importance sampling of Rd
  • Solution
  • Pick a view e
  • Render irradiance to image T
  • Generate sample p in tangent plane
  • Project p on surface ? p
  • Project p into T
  • to retrieve irradiance E(p)

13
Importance sampling of Rd
  • We take eye position for e
  • p ? p implies a jacobian J
  • ratio of solid angles
  • Integral becomes

14
Rendering Algorithm
  • Generate importance samples in 2D

2D
Rd
ri
15
Rendering Algorithm
  • Render irradiance image

16
Rendering Algorithm
  • Integrate image locally in tangent plane

17
Rendering Algorithm
  • Store result in final image

18
Implementation
  • Variance reduction
  • Stratified sampling
  • Deterministic, pseudo random
  • Interleaved sampling
  • Noise ? dither pattern
  • Combined sampling
  • Importance uniform
  • Irradiance discontinuties
  • Software implementation
  • Programmable Graphics Hardware

Combined sampling Uniform importance
19
Implementation
  • Programmable Graphics Hardware
  • Overview
  • generate 2D samples
  • quick per-frame preprocess in software
  • Render irradiance image T
  • Bind E as texture
  • For each sample
  • Look up sample E in T (pixel shader)
  • Accumulate E in temporary texture
  • Output temporary texture

20
Results
  • ATI Radeon 9700 Pro
  • 500x500 image, 4 to 5 frames/sec
  • Some pictures

21
Image Quality
Color bleeding (forehead)
Shadow smoothing
22
Image Quality
nVIDIAs skin shader
Our method
23
Complex lighting
24
Demo video
25
(No Transcript)
26
Discussion
  • No global effects
  • E.g. backlit ears
  • Prone to noise
  • Irradiance discontinuities
  • Shadow borders
  • Geometric discontinuities
  • Kills effect of importance sampling
  • Ghosting artifacts
  • Accumulation ? fill-rate limited

ghosting
27
Summary
  • Novel technique for local subsurface scattering
  • Amenable for hardware implementation
  • Interactive frame rates
  • Dynamic models
  • Application skin rendering

28
Future Work
  • Hybrid algorithm
  • Global response per vertex
  • Local response per pixel
  • Eliminate ghosting
  • Apply technique in texture space
  • Combine with skin BRDF
  • Take into account varying blood concentrations

29
Acknowledgments
  • Head model courtesy of nVIDIA
  • Funding
  • European Regional Development Fund
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