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Realtime Shading with Filtered Importance Sampling

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Real-time Shading with. Filtered Importance Sampling. Jaroslav Kriv nek ... pre-filter (=convolve) warp back (BRDF IS) Kriv nek, Colbert ... – PowerPoint PPT presentation

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Title: Realtime Shading with Filtered Importance Sampling


1
Real-time Shading with Filtered Importance
Sampling
  • Jaroslav Krivánek
  • Czech Technical University in Prague
  • Mark Colbert
  • University of Central Florida

2
Motivation
  • material design interfaces
  • rendering algorithm to back up the interface
  • immediate feedback

3
Goal
  • image-based lighting (environment maps)
  • improves material perception Fleming et al.
    2003

images Fleming et al. 2003
natural light
point light
4
Goal
  • arbitrary materials
  • low to high gloss, different BRDF models

images by Pat Hanrahan
5
Goal
  • dynamic materials, geometry, lighting
  • no pre-computation
  • production pipeline friendly
  • minimal code base / single GPU shader
  • real-time shadows (env. map)
  • not necessarily

6
Desired Results
7
Related Work
  • pre-filtered environment maps Kautz et al. 2000
  • frequency-space rendering Ramamoorthi et al.
    2002 , Ng et al. 2004
  • Efficient Reflectance and Visibility
    Approximations for Environment Map Rendering
    Green et al. 2007
  • Efficient Rendering of Spatial Bi-directional
    Reflectance Distribution Functions McAllister
    et al. 2002

8
Overview
  • Motivation
  • Goal
  • Related Work
  • Shading Algorithm
  • Theory
  • Real-time Shadows
  • Results
  • Conclusion

9
BRDF Importance Sampling
  • standard in MC ray tracing
  • not used on the GPU

10
Deterministic Sampling
  • aliasing

40 samples per pixel
11
Our Approach
  • filtered importance sampling
  • less filtering where samples are denser
  • more filtering where they are sparser

12
Filtering
  • MIP-maps
  • level proportional to log of filter size
  • independent of the BRDF

13
Filtered Importance Sampling
40 samples per pixel
14
Overview
  • Motivation
  • Goal
  • Related Work
  • Shading Algorithm
  • Theory
  • Real-time Shadows
  • Results
  • Conclusion

15
Underlying Theory
  • why theory?
  • identify approximations
  • suggest improvements
  • sampling filtering
  • signal processing

16
Sampling and Reconstruction
sample
reconstruct
aliased original
Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
16
17
Application to Importance Sampling
  • problem non-uniform samples

18
Conceptual Procedure
19
Practice
  • isotropic filter approximation

Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
19
20
Approximations
  • isotropic filter shape
  • constant BRDF / PDF ratio across filter support
  • tri-linear filtering (MIP-map)

21
Anisotropic Filtering Experiments
  • anisotropic filter approximation

Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
21
22
Anisotropic Filtering Experiments
  • tex2Dgrad for anisotropic texture look-up
  • worse image quality still dont know why

16x anisotropic filter
Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
22
23
Overview
  • Motivation
  • Goal
  • Related Work
  • Shading Algorithm
  • Theory
  • Real-time Shadows
  • Results
  • Conclusion

24
Real-time Shadows
  • environment importance sampling (bright light
    sources strongest shadows)

25
Real-time Shadows
  • shadow map for each sample

26
Real-time Shadows
  • convert to spherical harmonics at each texel

visibility function
27
Real-time Shadows
  • spatial filtering

no filtering
after filtering
28
Real-time Shadows
  • use for rendering
  • diffuse
  • SH coefficient dot product
  • glossy
  • attenuate each sample by the visibility

29
Overview
  • Motivation
  • Goal
  • Related Work
  • Shading Algorithm
  • Theory
  • Real-time Shadows
  • Results
  • Conclusion

Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
29
30
FIS Results RMS
Environment Sampling
Filtered Sampling
Reference
n 3 5 Samples
n 17 100 Samples
31
FIS Results Complex Geometry
5 Samples
50 Samples
50 Samples
200 Samples
Reference
32
FIS Results BRDF Anisotropy
  • limited anisotropy

ax 0.01 ax 0.08
ax 0.01 ax 0.29
ax 0.01 ax 0.01
33
Shadows Results
Reference (30,000 Samples)
Our Method (16 Samples)
Visual
Error
SH v. Ref
8 samples
16 samples
64 samples
34
Shadows Performance
  • NVIDIA GeForce 8800 GTX, Intel Core2 Duo, 512x512

35
Shadows Performance
  • NVIDIA GeForce 8800 GTX, Intel Core2 Duo, 512x512

polygon count
Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
35
36
  • Video

37
Conclusion
  • glossy surface shading
  • practical, relatively accurate, no
    pre-computation
  • signal processing theory
  • shadows
  • fast but very approximate
  • no pre-computation
  • implementation details GPU Gems 3
  • Code graphics.cs.ucf.edu/gpusampling/

38
Acknowledgements
  • Dan Sýkora
  • Petr Olák
  • Czech Ministry of Education
  • Center for Computer Graphics
  • Aktion grant
  • US National Science Foundation

39
Additional Slides
40
Numerical Integration as Signal Reconstruction
  • integral DC term
  • integration by sampling
  • sample the function
  • reconstruct the DC term
  • insufficient sampling -gt aliasing
  • alias may affect the DC term -gt error
  • anti-aliasing pre-filtering

41
Anti-aliasing by Pre-filtering
band-limit
sample
reconstruct
42
Stochastic Sampling
  • noise
  • slower on the GPU

40 samples per pixel
Krivánek, ColbertReal-time shading with Filtered
Importance Sampling
42
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