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BiScale Radiance Transfer

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dynamic light/view in real-time. Bidirectional Texture Functions (BTFs) b(xp,vp,s) ... but can't interpolate indices. ID Map. q(p) p. RTT value. Preprocessing - ID map ... – PowerPoint PPT presentation

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Title: BiScale Radiance Transfer


1
Bi-Scale Radiance Transfer
  • Peter-Pike Sloan
  • Xinguo Liu
  • Heung-Yeung Shum
  • John Snyder
  • Microsoft

2
Radiance Transfer Techniques
  • Bidirectional Texture Functions (BTFs)
  • local transport
  • directional light basis
  • fine spatial scale (meso-scale)

3
Radiance Transfer Techniques
  • Precomputed Radiance Transfer (PRT)
  • global transport
  • low frequency light basis
  • coarse spatial scale (macro-scale)

4
Radiance Transfer Techniques
  • Bi-Scale Radiance Transfer
  • local global transport
  • low frequency light basis
  • two spatial scales

5
Our Goal
  • add meso-scale texture to PRT
  • extend BTF to handle
  • global transport
  • soft (area) lighting
  • dynamic light/view in real-time

6
Bidirectional Texture Functions (BTFs)
b(xp,vp,s)
Dana99
  • 6D scalar function
  • xp texture index at point p
  • s light direction
  • vp view direction at p
  • get exit radiance e by integrating over
    directions s

7
Masking (View Dependence)
xp
different viewing angles image different surface
points BTF models parallax/occlusion
8
Precomputed Radiance Transfer (PRT)
l
p
object
9
Precomputed Radiance Transfer (PRT)
l
l'
p
10
Precomputed Radiance Transfer (PRT)
e(p,vp)
Kautz02
l'
vp
p
11
Related Interactive Rendering Techniques
12
Problems with BTFs and PRT
  • BTF hard to add global transport and soft
    lighting
  • already unwieldy 6D function
  • expensive integration for area lighting
  • PRT hard to add meso-scale effects
  • lengthy simulation meso-scale many surface
    points
  • huge storage PRT matrix (625D) at each surface
    point
  • cant render in real-time at meso-scale
    resolutions

13
Radiance Transfer Texture (RTT)
  • 4D vector-valued function (25-vector)
  • computed (BTF ? RTT) by integration

14
RTT Demo
15
Radiance Transfer Texture (RTT)
  • just a spatially-varying BRDF vector from PRT
  • tabulated over small patch
  • provides inexpensive area lighting
  • but still no global transport

16
Bi-scale Radiance Transfer
17
Bi-Scale Radiance Transfer
  • l vector source radiance spherical function
  • Mp 25x25 transfer matrix at point p (source ?
    transferred incident)
  • q(xp) ID map (2D ? 2D, maps RTT patch over
    surface)
  • b(x,v) RTT (4D ? 25D, tabulated over small
    spatial patch)

applies macro-scale transferred radiance to
meso-scale RTT
18
Preprocessing
  • compute transfer matrix Mp at mesh vertices
    Sloan02
  • generate BTF over small patch b(xp,vp,d) Liu01
  • convert BTF to RTT by integration b(xp,vp)
  • build ID map between surface and RTT patch q(xp)

19
ID Map q(xp)
  • RTT texel 25x3 components, 8x8 views
  • impractical to store/synthesize unique RTT texel
    per surface point (2k x 2k)
  • instead synthesize index into a small patch (64 x
    64)
  • 2D rather than 4,800D
  • but cant interpolate indices

20
ID Map
21
Preprocessing - ID map
RTT
mesh
22
Preprocessing - Examples
646488
646488
646488
128128 (view-independent)
bunny model 10k vertices ID map 20482048
23
Run-Time Rendering
Vertex Info
Lighting
To Pixel Shader
CPU
Vertex Shader
24
Run-Time Rendering Pixel Shader
RTT
Pixel Shader
Exit Radiance
25
Results View Dependent Effects (Masking)
26
Results Demo
ATI Radeon 9800
27
Performance Statistics
  • computing PRT
  • 8 minutes for 10k vertices (25x25 transfer
    matrices)
  • generating synthetic RTT
  • 6-27 hours for 64x64 patch
  • building ID map
  • 20 minutes for creating atlas
  • 4 hours for texture synthesis
  • run time performance
  • 14.5 frames per second
  • 2.2Ghz Pentium IV with ATI Radeon 9700.

28
Limitations of Bi-Scale Radiance Transfer
  • static geometry
  • distant, low-frequency lighting
  • coarse view dependence
  • shallow meso-scale texture
  • no highly specular materials

29
Contributions
  • propose a bi-scale representation for radiance
    transfer
  • parameterize BTF by spherical harmonics
  • RTT (Radiance Transfer Texture)
  • for fast area lighting
  • generalize PRT via RTT rather than BRDF
  • practical, meso-scale transport effects
  • access RTT using an id map
  • high spatial resolution using small patch

30
Future Work
  • better spatial filtering of RTT
  • robust sampling of PRT surface signal
  • combine with CPCA
  • handling meso-scale silhouettes
  • general LOD control

31
Questions?
Thanks to Dan Ling, John Hart, Jingdan Zhang,
Paul Debevec, Stanford, and MPI.
32
Previous Work
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