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Photorealistic%20Animation%20Rendering%20with%20Energy%20Redistribution

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Yu-Chi Lai. How to adjust the sampling parameter according to path or scene ... and walkthrough with specular effects Machine Graphics and Vision, 1994, 137-151 ... – PowerPoint PPT presentation

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Title: Photorealistic%20Animation%20Rendering%20with%20Energy%20Redistribution


1
Photorealistic Animation Rendering with Energy
Redistribution
  • Yu-Chi Lai ???
  • University of Wisconsin - Madison

2
Agenda
  • Introduction
  • Physically-based rendering methods
  • Population Monte Carlo energy redistribution
  • Future works

3
Goal and Applications
  • Goal generate realistic animations
  • Applications
  • Movie
  • Interactive entertainments
  • Computer games
  • Virtual reality walk-throughs
  • Light Engineering
  • Etc.

From Day After Tomorrow
4
Applications
Animation Kristensen et al.
Grand Theft Auto 4
IGNEntertainment
5
Modeling and Simulating Appearance
6
Agenda
  • Introduction
  • Background
  • Population Monte Carlo energy redistribution
  • Future works

7
Rendering Equation
  • Reflection Equation
  • Energy Balance Equation
  • Difficulty Lr appear in both sides of equation
    gt Fredholm equation of the second type

Incoming light
Sum
BRDF
Light reflected
incoming light reflected at the point
8
Physically-based Rendering
  • Render images according to physical principles
  • Radiosity finite element
  • Ray-tracing based on Monte Carlo integrations
  • Unbiased path tracing, bidirectional path
    tracing, metropolis light transport, energy
    redistribution path tracing and so on.
  • Biased irradiance caching, photon mapping, and
    so on.

From Jenson et al.
9
Path Integral for General Integration
  • Measurement equation
  • Path Integral
  • a path
  • O path space
  • area product measurement
  • contribution of a path
  • Difficulty high dimensions, computation grow
    exponentially when using deterministic
    integrations

10
Monte Carlo Algorithms
  • We can estimate the integral by generating a set
    of samples
  • Different ways to generate samples path tracing,
    light tracing, bidirectional,

11
Issues with MC methods
  • Computationally expensive
  • Variance reduced slowly with number of samples
  • Reuse path samples

From PBRT Book
12
Frame-by-Frame Photorealistic Animation Rendering
  • Takes a long time to generate
  • Several hours per frame is industry standard
  • Temporal noise
  • Flickering
  • Shimmering

From Max-Planck Institute, German
13
Physically-based Animation Rendering
  • Right now the research is mainly from Germans
    MPI, USAs UCSD, Standford, and Cornell.
  • Parallel independently rendering gt temporal
    coherence
  • Use multiple processors to do independent ray
    tracing Warld01
  • Coherently trace rays Kdtree, Grids, and
    bounding volume hierarchy (BVH) Wald01b,
    Wald07a
  • Efficient update schemes of acceleration
    structure Popov06, Lauterbach06, Yoon07
  • Implement global illumination in GPU architecture
    including radiosity, photonmapping, ray tracing,
    Purrel02, Purell03
  • Copy the samples across the frames gt validity
  • Irradiance Reuse.Martin99, Tawara02,
    Tawara04, Smyk05
  • Photon shooting (next slide)

14
Photon Shooting
  • Photon shooting algorithm Myszkowski01,
    Dmitriev02, Weber04
  • Instant Radiosity Keller97, Wald02a, Laine07
  • Light cut algorithm Walter05, Hansan07,
    Hansan08
  • Create a set of point light sources in the entire
    animation
  • Cluster the light sources into a tree according
    to the perceptual metrics in temporal and spatial
    domain

Animation by Hansan et al
15
Reuse Path Samples
  • Camera is allowed to move Briere96,
    Murakami89, Jevans92, Sequin89, Bala99,
    Fernandez00, Havran03, Mendez06
  • Light source is allowed to move or change
    properties Sbert04a, Sbert04b , Sbert04C,
    Ghosh06

Animation by Havran et al
Animation by Ghosh et al
16
Grand Challenge
  • Efficiently render entire animation
  • Do parallel computation in multi-processors or
    GPU.
  • Do coherent ray tracing.
  • Efficiently update the acceleration structure.
  • Reuse samples from previous computation
  • Reduce the temporal artifacts
  • Explore the temporal coherence among paths
  • Reuse the computation results.
  • Perceptual evaluation of the rendering results.
  • Evaluate the strength of each algorithm.
  • Allow us to distribute computation to perceptual
    important features.

17
Agenda
  • Introduction
  • Background
  • Population Monte Carlo energy redistribution
  • Future works

18
Challenges
  • How to adjust the sampling parameter according to
    path or scene properties?
  • How to concentrate more computation on paths that
    are important without introducing bias?
  • How to reuse paths temporally?
  • How to handle the huge computation for animation
    rendering?

19
Markov Chain Monte Carlo
  • Write the integrand as
  • the sensor measurement for pixel j of
    frame k
  • represents all other factors
  • represents the
    radiant energy passing through the image sweep
  • Create the distribution of paths in animation
    proportional to the contribution

20
Metropolis and Energy Redistribution Path Tracing
  • Generate a sequence of paths
  • where path is generated according to

21
Overview of Population Monte Carlo Energy
Redistribution Animation Rendering System
22
PMC-ER in Each Frame Process
23
Detail
  • Preprocess collect the information for the
    following computation
  • Energy redistribution distribute the energy to
    similar paths by using spatial and temporal
    perturbations.
  • Resampling
  • Eliminate paths from the population.
  • Generate replaced paths to determine the area of
    exploration.
  • Adjust the rendering parameters

24
Adjust Sampling Parameters (EGSR07)
  • Different regions have different details
  • We would like to adjust sampling parameters
    accordingly
  • Low detailed regions large distribution radius
  • High detailed regions smaller distribution
    radius

25
Population Monte Carlo Algorithm
To estimate integral At t iterations, a PMC
estimator of the integral is given by
26
(No Transcript)
27
Kernel Function and Adaptation
  • Kernel Function
  • Adapt values to choose proper
    perturbation radius
  • Initialize them to constant values when a path is
    generated
  • After each successful perturbation, the
    acceptability is labeled with the perturbation
    radius, and the path, i
  • By using

28
Adaptation Results
  • Color represents perturbation radius
  • Red 5, Green 10, Blue 50

29
Cornell Box
ERPT
PMC-ER
30
Room Scene
ERPT
PMC-ER
31
Concentrate More Computation on Certain areas
(ISVC)
  • Stratified exploration of the image plane
  • The importance of regions on the image are not
    perceptually the same.
  • Some types of paths are visually more important
    and harder to find.

PMC-ER 4SPPs
PMC-ER 8SPPs
32
Regeneration (I)
  • Perceptually distributed pixel positions
    according to which is the
    radiance sample variance in each pixel
  • Weighting

33
Regeneration (II)
  • Use light tracing to generate a valid light paths
  • Link each surface vertex to the camera to form a
    set of valid paths
  • Evaluate whether it is a caustics path
  • Weighting

34
Results
4SPPsReg
4SPPs
8SPPs
35
Results
6SPPsReg
6SPPs
12SPPs
18SPPs
36
Problem in Frame-by-Frame Rendering
  • Each frame takes long time.
  • Parallel rendering with condor system
  • Temporal artifacts temporal perturbation

37
Temporal Perturbation
  • Update the position of diffuse vertices
  • Reconstruct the specular sub-path
  • Check the validity of the path

38
Cornell Box
Frame-By-Frame
With Temporal Perturbation
39
Chess Body
Frame-By-Frame
With Temporal Perturbation
40
Room Scene
Frame-By-Frame
With Temporal Perturbation
41
Chess Board
Frame-By-Frame
With Temporal Perturbation
42
Basement
Frame-By-Frame
With Temporal Perturbation
43
Contributions
  • A new rendering algorithm based on PMC framework
  • Correlatedly explore important paths
  • Automatically adjust energy redistribution area
    according to the information collected in
    previous iterations
  • Elimination-regeneration to achieve ergocity and
    adjust the exploring area according to paths
    remaining energy
  • New lens perturbation method
  • Increase the caustics perturbation success rate
  • Ease the control of caustics perturbation on the
    image plane
  • New regeneration methods
  • Concentrate the computation on perceptual
    important regions
  • Concentrate the computation on perceptual
    important types of paths.
  • Temporal perturbation method exploration the
    temporal coherence among paths
  • A algorithm allows us to render a scene in
    parallel

44
Limitations
  • Human observation is the evaluation tool for
    animation quality.
  • Dark regions are hard to get the chance to be
    explored and thus are relatively noisy. Although
    it is hard to notice in single image, this
    becomes an issues because human perception is
    very sensitive to this kind of temporal
    inconsistency.
  • Temporal perturbations in each condor process
    will create a large set of temporal files for
    related frames. Transferring and updating data in
    condor daemon process involves a large number of
    disk IOs.
  • Our variance-sample distribution criterion is
    based on variance of sample radiances but this
    did not represent the result after energy
    redistribution.
  • We separate perturbations into two types,
    temporal and spatial perturbations, and this
    makes control harder and the initial probing
    samples for each perturbation is relative low.
  • Limit the light to area light sources and the
    efficiency goes down when the number of lights
    goes up

45
Agenda
  • Introduction
  • Background
  • Population Monte Carlo Energy Redistribution
  • Future Works

46
Future Works
  • Animation quality evaluation algorithms
  • Current available perceptual animation quality
    evaluation algorithm is for video compression.
  • Adjust the quality perceptual evaluation
    algorithm for Monte Carlo algorithms
  • Construct a temporal filter based on result of
    the temporal perturbations
  • The result of temporal perturbation can create
    the relations among pixels in different frames,
    if we can use this relation information to create
    a temporal filter accordingly, we should be able
    to reduce the temporal artifact and iterations to
    generate a smooth result
  • Develop an perturbation which perturb in spatial
    domain randomly but perturb in a fixed regions in
    temporal domain deterministically

47
Future Works
  • Apply Population Monte Carlo with path tracing
    into animation rendering using environment map
    lighting.
  • A path has the form of L(DS)C.
  • For each path of current frame, temporally trace
    the path with a proper temporal perturbation
    algorithm to enhance the temporal coherence among
    frames.
  • Spread the photon collection positions in photon
    splatting with Metropolis
  • Generate a set of collection positions
  • Use temporal perturbation to correlatedly
    generate new photon collection positions from the
    previous frame.
  • Use the light cut or light clusters algorithm to
    solve the many light problem.

48
Future Research
  • Explore the parallel ability in GPU
  • Energy redistribution path tracing are naturally
    parallel. gt transform the ERPT algorithms onto
    GPU
  • Explore the research possibility in environment
    map lighting and shadow generation.
  • Construction and application of flock tiles
  • If we can find a common set of temporal and
    spatial boundary conditions for setting up a
    tile.
  • We can use the constraint simulation to simulate
    the inner agents motion according to flock rules
  • The animation tiles can be used to construct a
    seamless animation such as a large crowd in a
    city, a school of fishes, a flock of birds or the
    traffics in a city.

49
Publications
  • Computer Science
  • Yu-Chi Lai, Steven Chenney, Shaohua Fan Group
    Motion Graphs, Eurographics/SIGGRAPH Symposium
    on Computer Animation 2005, pp. 281290.
  • Yu-Chi Lai, Shaohua Fan, Stephen Chenney, and
    Charles Dyer, Photorealistic Image Rendering
    with Population Monte Carlo Energy
    Redistribution, Eurographics Symposium on
    Rendering, 2007, pp. 287-296.
  • Yu-Chi Lai, Feng Liu, Li Zhang, and Charles Dyer,
    Efficient Schemes for Monte Carlo Markov Chain
    Algorithms in Global Illumination, Proc. 4th
    International Symposium on Visual Computing,
    2008.
  • Yu-Chi Lai, Feng Liu, and Charles Dyer,
    Physically-based Animation Rendering with Markov
    Chain Monte Carlo, (submit to Eurographics
    Symposium on Rendering 2009)

50
Publications
  • Computer Science (Others)
  • Shaohua Fan, Stephen Chenney and Yu-Chi Lai
    Metropolis Photon Sampling With Optical User
    Guidance, Eurographics Symposium on Rendering,
    2005, pp. 127-138
  • Yu-Chi Lai, Stephen Chenney, Shaohua Fan,
    Data-Driven Group Animation, Technical Report,
    Department of Computer Sciences, University of
    Wisconsin-Madison, 2005
  • Yu-Chi Lai, Shaohua Fan, and Charles Dyer,
    Population Monte Carlo Path Tracing, Technical
    Report, Department of Computer Sciences,
    University of Wisconsin-Madison, 2006
  • Shaohua Fan, Stephen Chenney, Bo Hu, Kam-Wah Tsui
    and Yu-Chi Lai, Optimum Control Variate,
    Computer Graphics Forum, Vol. 25, No. 3, pp.
    351-358, 2006.
  • Yu-Chi Lai, Shaohua Fan, Feng Liu, Brandom Smith,
    Stephen Chenney, Li Zhang and Charles Dyer,
    Population Monte Carlo Sampler for Rendering,
    Technical Report, Department of Computer
    Sciences, University of Wisconsin-Madison, 2009

51
Publications
  • Electrical and Computer Engineering
  • Lai, Y-C, D. Haemmerich, et al (2003). Lesion
    Size estimator at different common locations with
    different tip temperature during cardiac
    radio-frequency ablation, IEEE Transactions on
    Biomedical Engineering.
  • Lai, Y-C et al (2009). Guidelines for predicting
    lesion size at different common locations with
    different temperature during in vitro
    radio-frequency ablation, (Prepare)
  • Lai, Y-C et al (2009). The effects of insertion
    depth and meat dimension on the lesion formation
    during cardiac radio-frequency ablation,
    (Prepare)

52
Publications
  • Chapters in books
  • Biomedical Electrode John Webster ed., Ch 8
    Electrocardiogram
  • Introduction to biometric identification,
    Willians Tompkin ed., Ch 12 Biometric standards,
    testing, and evaluation
  • Tissue ablation devices and procedures, John
    G. Webster ed., Ch. 28. Lesion size estimator

53
Work Research Experience
  • Research associate, Department of Electrical
    Engineering, National Cheng-Kong (1998 2000)
  • Lead a group to write a program of satellite
    orbit simulation, and also participating in
    coding the drivers for CD-ROM and DVD, and GPSs
    map display system.
  • Research Assistant, Department of Electrical and
    Computer Engineering, UW-Madison (2001 2004)
  • Research Assistant, Department of Computer
    Science, UW-Madison (2005-2006)
  • Summer Internship, Raven Software (2007 summer)
  • Teaching Experience (1994 to 1996 in National
    Taiwan University, 2003 2008 in UW-Madision)

54
Thank YouQuestion?More Details
www.cs.wisc.edu/yu-chi
55
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73
Spatial Perturbation
  • Perturbed the pixel position and reconstruct the
    lens edge
  • Reconstruct the specular sub-paths
  • Connect to the rest of paths.

74
Temporal Perturbation
  • Update the position of diffuse vertices
  • Reconstruct the specular sub-path
  • Check the validity of the path

75
Photon Mapping
  • Two pass light and eye pass
  • Light pass shoots out photons to create photon
    maps
  • Eye pass collects the radiance by splitting
  • Ldirect CSL ( direct lighting algorithms)
  • Lcaustics CSDSL (caustics map)
  • Lindirect all others involve more than one
    diffuse surfaces (global map or final gathering)
  • Can generate good results but introduce bias and
    final gathering is still very time consuming

76
Physically-based Animation Rendering
  • Photon shooting algorithms
  • Photon shooting
  • Instant radiosity
  • Light cut
  • Path reusing algorithms
  • GPU-based algorithms
  • Two phase pre-computation rendering separate the
    rendering into two phases preprocess computation
    (CPU) and real-time rendering (GPU) such as
    environment map prefiltering, pre-computed
    radiance transfer, relighting,
  • Hybrid methods separate the algorithm into two
    parts one is computed by CPU and the other is by
    GPU to take advantage of both such as instant
    radiosity, photon splatting, and its extensions.

77
Grand Challenge
  • Efficiently render entire animation
  • Do parallel computation in multi-processors or
    GPU.
  • Do coherent ray tracing.
  • Efficiently update the acceleration structure.
  • Reuse samples from previous computation
  • Reduce the temporal artifacts
  • Exploration the temporal coherence among paths
  • Reuse the computation results.
  • Perceptual evaluation of the rendering results.
  • Evaluate the strength of each algorithm.
  • Allow us to distribute computation to perceptual
    important features.
  • Challenge in two phase pre-computation methods
  • Efficiently generate accurate data
  • Efficiently store and retrieve the data
  • Handle the movement and change of objects and
    scenes
  • Can we compute the data on fly?

78
Hybrid Algorithms
  • Based on instant radiosityLaine07
  • Create a set of virtual lights and then create a
    set of shadow maps
  • Use the depth in the shadow map to determine the
    visibility of rendering points
  • Based on photon splatting Gautron05
  • Cpu generate a set of photon maps and then
    translate the gpu
  • GPU trace the collection and use the photon maps
    to deposit energy on each collection position
  • Simplify the global illumination

Animation Laine et al.
79
Physically-based Animation Rendering
  • Right now the research is mainly from Germans
    MPI, USAs UCSD, Standford, and Cornell.
  • Image-based global illumination gt hard for
    dynamic scene Nimeroff96, Myszkowski99
  • Radiosity methods gt simple objects and material
  • Progressive algorithms Chen90,George90,
    Muller95
  • Hierarchical algorithmsForsyth94,Shaw97,
    Drettakis97, Martin99, Damez99
  • Decouple render and display gt not really solve
    global illumination problem Walter99,
    walter02, Larson98, Ward99, Stamminger00,
    Simmons00, Tole02
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