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An Approximate Global Illumination System for Computer Generated Films

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Title: An Approximate Global Illumination System for Computer Generated Films


1
An Approximate Global Illumination System for
Computer Generated Films
  • presented by Yu-Jen Chen

2
The main idea of this paper
  • Lighting models used in the production of CG
    feature animation have to be flexible, easy to
    control, and efficient to compute.
  • Global illumination techniques do not lend these.
  • Approximate global illumination system
  • - indirect illumination (only one bounce)
  • - micro-polygon based scan line renderer
  • - modified irradiance gradient caching
    technique
  • gt enhance caching coherence
  • - approximate lighting model

3
Outline
  • Introduction
  • Previous Work
  • System Overview
  • Approximations and Optimizations
  • - Path Length
  • - Surface Properties
  • - Ray Tracing Simplified Geometry
  • - Radiosity maps
  • - Irradiance Caching Coherence
  • - Approximate Lighting Model
  • Tool Description
  • Results

4
Introduction(1/5)
  • Very little animation work utilizes global
    illumination effects in its visuals.
  • Generally, simpler direct lighting models are
    used to render very complex and highly detailed
    scenes.
  • gt important light interactions between the
    elements of a scene are missing.

5
Introduction(2/5)
direct and indirect lighting
direct lighting only
6
Introduction(3/5)
  • Programmable shaders - implement customized
    lighting and shading models.
  • Extend to offer global illumination.

7
Introduction(4/5)
  • To use global illumination in CG animation image
    making process, the render times have to be
    minimized, and tools must be provided to enable
    flexible art direction with a very short feedback
    loop.
  • Developed an indirect illumination tool
  • - workflow efficiency
  • - controllability

8
Introduction(5/5)
  • Only consider a coarse geometric tessellation of
    the geometry during ray tracing.
  • Radiant exitance texture maps are used to
    accelerate final gathering and to help reduce the
    noise of final renders.
  • Using irradiance caching and enhance its
    efficiency and applicability to non-diffuse
    surfaces, by using it in conjunction with an
    approximate lighting model.

9
Previous Work(1/5)
  • 1986 Kajiya Monte Carlo path tracing was
    first used by Kajiya to slove the rendering
    equation.
  • Although very general and simple to implement,
    this technique is very slow.
  • 1994 Dutre and Willems light tracing gt the
    number of possible paths is also very large
    towards the camera. (high variance)
  • 1994 Veach and Guibas Bidirectional path
    tracing combines paths from the camera and from
    the light, statistically weighting each paired
    path contribution to the final image.

10
Previous Work(2/5)
  • 1996 Lafortune Variance reduction techniques
    (Bias), improve rendering performance.
  • 1997 Veach and Guibas Metropolis light
    transport, which applies mutations to previously
    explored paths.
  • 1996 Pharr and Hanrahan Geometry-caching
    framework that allows a ray tracing engine to
    handle scenes that do not fit entirely in the
    computers memory.

11
Previous Work(3/5)
  • 1997 Pharr Further enhance this technique by
    reordering the operations of the rendering
    algorithm, so as to maximize caching coherence.
  • - orthogonal research directions have
    explored caching strategies to avoid
    recomputing similar quantities that can be
    extrapolated without significantly affecting the
    final image.

12
Previous Work(4/5)
  • 1996, 2002 Jensen Photon mapping, the photon
    map acts as a cache of all the light paths
    throughout the scene, and using it appropriately
    significantly improves performance over previous
    algorithms.

13
Previous Work(5/5)
  • 1992 Ward and Heckbert take advantage of
    spatial coherence, as well as the characteristic
    of the irradiance function over ideally diffuse
    surfaces, to apply sparse sampling of the
    indirect illumination throughout the scene.
    (irradiance caching)
  • Complex BRDFs gt does not apply well and loses
    its benefit

14
System Overview
Only the irradiance cache is used to derive
indirect illumination.
15
Approximations and Optimizations
  • Much of the research in the field of global
    illumination has been focused on efficiently
    solving the rendering equation.
  • When mostly complex light paths contribute to the
    final image or when simulating indirect light
    cast by surfaces with complex BRDFs, the
    efficiency of simple algorithms degrades rapidly,
    even sophisticated algorithms do, too.

16
- Path Length
  • Only indirect light paths containing a single
    bounce are simulated, by using a non-recursive
    light gathering algorithm.

17
- Surface Properties
  • Treating only diffuse surface.
  • Caustics and glossy reflections are exceptions to
    this rule, which we leave for more specific
    algorithms to solve efficiency.

18
Ray Tracing Simplified Geometry(1/4)
  • Ray tracing coarsely tessellated geometry.
  • Traditional biasing techniques that ignore
    intersections near the ray origin cannot be
    applied here, since they would create significant
    light or shadow leak problems.
  • (only one bounce)

19
Ray Tracing Simplified Geometry(2/4)
  • Ray offsetting algorithm
  • Geometric micro-displacement

To ray trace simplified geometry, we adjust the
ray origin.
20
Ray Tracing Simplified Geometry(3/4)
  • Since we are ray tracing approximate geometry,
    diffuse self-interreflections cast by geometric
    micro-displacements might not be captured
    accurately.
  • This is often visually of small importance.

21
Ray Tracing Simplified Geometry(4/4)
22
Radiosity maps(1/2)
  • Texture maps offer a constant time query.
  • During a pre-processing state, we compute and
    store radiance values for each texel. Since we
    simulate a single bounce of indirect light, our
    radiosity maps contain only direct illumination
    contributions.

23
Radiosity maps(2/2)
  • Inverting the texture coordinates of the four
    corners of the four corners of the texel and
    obtain a corresponding quadrilateral on the
    surface.
  • No perceptible noise.

24
Irradiance Caching Coherence(1/5)
  • Every irradiance sample is saved in a cache along
    with corresponding geometric information and
    irradiance gradient vectors.
  • This information is used to smoothly extrapolate
    irradiance values for neighboring positions.

25
Irradiance Caching Coherence(2/5)
  • To enhance caching coherence for scenes
    containing high geometric detail and complex
    surface properties.
  • To compute the error of using a sample i at any
    position x, we use the following function
    instead

26
Irradiance Caching Coherence(3/5)
  • K accuracy, set to 1 in most cases.
  • a hard-coded to 10 degrees.
  • Ri closest distance to the intersected surfaces
    during the evaluation of the irradiance sample i.
  • R 10 times the square root of the projected
    pixel area.
  • R- 1.5 times the square root of the projected
    pixel area.

27
Irradiance Caching Coherence(4/5)
  • To avoid sampling the irradiance, we loop over
    candidate cached samples with positive weight and
    compute the weighted average of their
    extrapolated contribution.
  • To avoid sampling patterns that are too spars or
    too dense.
  • The error function presented above avoids
    over-sampling the irradiance in corner areas.

28
Irradiance Caching Coherence(5/5)
irradiance sampling frequency
using the original error function
29
Approximate Lighting Model(1/5)
  • Enable the irradiance caching coherence, while
    perserving some of the properties of complex
    BRDFs.
  • By converting the irradiance to corresponding
    approximate incoming field radiance.
  • gt choose a dominant incoming light direction

30
Approximate Lighting Model(2/5)
  • We compute the radiance as follows
  • Where E(x,n) is the extrapolated irradiance at
    position x.

31
Approximate Lighting Model(3/5)
  • We derive a dominant incoming light direction
    using the weighted average of the ray
    directions used in sampling the hemisphere.

32
Approximate Lighting Model(4/5)
  • We choose three dominant incoming light
    directions instead.
  • is computed using equation (6) and
  • using equation (7).

33
Approximate Lighting Model(5/5)
(d) irradiance sampling frequency
(c) closeup of a complex BRDF
34
Tool Description
  • The rendering workflow is presented as well as a
    description of the many controls available to the
    user.

35
Shader Integration
  • Light shader and surface shader can be written
    independently.
  • Light shader provide incoming light directions
    and colors.
  • Some rendering systems require the surface shader
    to explicitly invoke indirect lighting samples.

36
Workflow
  • Getting quick visual feedback which speeds up
    interactive lighting turnaround.
  • Each new frame will compute light gathering only
    in regions of the image that have not been
    covered in previous frames.

37
Art Direction
  • Even though a physically based algorithm is used
    to compute indirect illumination, its result
    might differ from the artists aesthetic goal.
  • The user can control which objects in the scene
    will receive indirect illumination and define the
    list of all the geometries that need to be
    ray-traced when gathering light.

38
Results(1/3)
  • This tool was used extensively by artists during
    the production of the computer animated feature
    film Shrek 2.

39
Results(2/3)
using a single bounce of indirect light
using multiple bounces of indirect light
40
Result(3/3)
Only a rough tessellation of the character skin
is ray traced.
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