Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997 - PowerPoint PPT Presentation

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Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997

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Title: Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997 Author: Computations Last modified by: Rudi Created Date: 3/18/1998 1:44:31 PM – PowerPoint PPT presentation

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Title: Steven F. Ashby Center for Applied Scientific Computing Month DD, 1997


1
Real-time Rendering of Heterogeneous Translucent
Objects with Arbitrary Shapes
Stefan Kinauer KAIST (Korea Advanced Institute of
Science and Technology)
2
Outline
  • Previous Work
  • System Overview
  • The Discretization
  • The Diffusion Equation
  • Storage Management
  • Algorithm
  • Results
  • Performance

3
Previous Work (1/2)
  • Photon Mapping
  • physically accurate, but veery slow (hours per
    frame)
  • A practical model for subsurface light transport
    by JENSEN H. W., MARSCHNER S. R., LEVOY M.,
    HANRAHAN P.
  • diffusion approximation for homogeneous materials
    (minutes per frame)
  • Parallel solution to the radiative transport by
    SZIRMAY-KALOS L., LIKTOR G., MENHOFFER T., TÓTH
    B., KUMAR S., LUPTON G.
  • homogeneous material (real time)

4
Previous Work (2/2)
  • Precomputed radiance transfer for real-time
    rendering in dynamic, lowfrequency lighting
    environments. by SLOAN P.-P., KAUTZ J., SNYDER J.
  • can handle heterogeneous material
  • no dynamic material properties or geometry
  • Modeling and rendering of heterogeneous
    translucent materials using the diffusion
    equation. by WANG J., ZHAO S., TONG X., LIN S.,
    LIN Z., DONG Y., GUO B., SHUM H.-Y.
  • heterogeneous material, real time and dynamic
    material properties
  • but restricted to simple geometry

5
System Overview
  • Precompute tetrahedral structure
  • Compute the incoming radiance on the surface
  • Solve the diffusion equation
  • PDE solved by relaxation method
  • surface radiance as boundary condition
  • discretised on the tetrahedral connectivity graph
    (Quadgraph)
  • parallel on the GPU
  • Display the results

6
Discretization (1/2)
  • no regular grid (problematic with fine and
    complex geometry)
  • Quadgraph
  • 4-connected structure
  • automatic tetrahedralization Variational
    tetrahedral meshing by ALLIEZ P., COHEN-STEINER
    D., YVINEC M., DESBRUN M.
  • controlled by parameter K, the size difference
    between inner and near surface tetrahedra

7
Discretization (2/2)
  • 0 to 3 surface face tetrahedra
  • ? split 2 and 3 surface face tetrahedra
  • 0-tetrahedra inner node
  • 1-tetrahedra 1 inner node 1 surface node

8
The Diffusion Equation
  • The physically motivated equation
  • inner nodes
  • surface nodes
  • Finite Difference Method to discretise

9
Storage Management (1/2)
  • using textures
  • divide each texture into surface and inner
  • about 20MB for 100k vertices

10
Storage Management (2/2)
  • improve cache hit rate for 30 to 60 speedup
  • divide textures into r x r blocks
  • start at a seed node and fill the block by
    breadth-first traversal in the Quadgraph

11
The Algorithm
12
The Algorithm
13
Quality of Results
  • do not render the original geometry, but render
    the surface generated by triangulation of the
    surface nodes

14
Results
15
Performance
  • Intel Core2Duo 2.13GHz CPU, with 2GB memory and
    an NVIDIA Geforce 8800GTX GPU with 768MB graphics
    memory

16
Questions?
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