all-frequency rendering with dynamic, spatially-varying

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All-Frequency Rendering with Dynamic, Spatially-Varying Reflectance CHOI WON YOUNG PARK HWANG PIL

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Page 1: All-Frequency Rendering with Dynamic, Spatially-Varying

All-Frequency Rendering with Dynamic, Spatially-Varying

Reflectance

CHOI WON YOUNG PARK HWANG PIL

Page 2: All-Frequency Rendering with Dynamic, Spatially-Varying

Complex, detailed reflectance

• Spatial/temporal variation

• All BRDF types: – parametric ↔ measured

– isotropic ↔ anisotropic

– glossy ↔ mirror-like

Page 3: All-Frequency Rendering with Dynamic, Spatially-Varying

Previous work

Page 4: All-Frequency Rendering with Dynamic, Spatially-Varying

Rendering Equation

Page 5: All-Frequency Rendering with Dynamic, Spatially-Varying

Precomputed Radiance Transfer

• A way to shade objects under different illumination

– Any kind of light transport is possible

– Real-time, allowing lighting to change

• Objects have to be static

Page 6: All-Frequency Rendering with Dynamic, Spatially-Varying

Rendering Equation

SVBRDF light visibility cosine

Page 7: All-Frequency Rendering with Dynamic, Spatially-Varying

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Outline

• Reflectance Representation

– Microfacet Model with SGs

• Visibility Representation

– Signed Spherical Distance Function

• Lighting & Rendering

Page 8: All-Frequency Rendering with Dynamic, Spatially-Varying

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Outline

• Reflectance Representation

– Microfacet Model with SGs

• Visibility Representation

– Signed Spherical Distance Function

• Lighting & Rendering

Page 9: All-Frequency Rendering with Dynamic, Spatially-Varying

– trivial rotation

– all-frequency signals

intensity sharpness

center

Spherical Gaussian (SG)

inner product:

vector product:

Page 10: All-Frequency Rendering with Dynamic, Spatially-Varying

SG Mixtures

Sum of Multiple SGs:

Original SG, N = 7 SG, N = 3 SG, N = 1

Page 11: All-Frequency Rendering with Dynamic, Spatially-Varying

Microfacet BRDF Model

• surface modeled by tiny mirror facets

Normal distribution function

Page 12: All-Frequency Rendering with Dynamic, Spatially-Varying

Microfacet BRDF Model

• surface modeled by tiny mirror facets

Page 13: All-Frequency Rendering with Dynamic, Spatially-Varying

• single-lobe, analytic approximation

–Cook-Torrance [Cook et al. 1981]

Parametric Models

Page 14: All-Frequency Rendering with Dynamic, Spatially-Varying

• single-lobe, analytic approximation

–Ward [Ward 1992]

Parametric Models

Page 15: All-Frequency Rendering with Dynamic, Spatially-Varying

• single-lobe, analytic approximation

–Blinn-Phong [Blinn 1977]

Parametric Models

Page 16: All-Frequency Rendering with Dynamic, Spatially-Varying

Parametric BRDFs

Page 17: All-Frequency Rendering with Dynamic, Spatially-Varying

7-l

ob

e SG

M

gro

un

d t

ruth

Anisotropic Parametric Models

• multi-lobe, analytic approximation

– Ashikhmin-Shirley anisotropic model

[Ashikhmin and Shirley 2000]

Page 18: All-Frequency Rendering with Dynamic, Spatially-Varying

nu=8, nv=128 nu=25, nv=400 nu=75, nv=1200

7-l

ob

e SG

M

gro

un

d t

ruth

Anisotropic Parametric Models

Page 19: All-Frequency Rendering with Dynamic, Spatially-Varying

Measured BRDFs

• Isotropic BRDF

– Using Levenberg-Marquardt optimization

[Nocedal and Wright 1999]

• anisotropic BRDF

– Using L-BFGS-B solver [Zhu et al. 1997]

Page 20: All-Frequency Rendering with Dynamic, Spatially-Varying

Measured BRDFs

BRDF from [Matusik03] svBRDF from [Wang08] & [Lawance06]

Page 21: All-Frequency Rendering with Dynamic, Spatially-Varying

Representation Efficiency

- Parametric BRDF Texturing of original BRDF parameters isotropic : 7 float/texel: diffuse, specular, shininess Anisotropic: 8 float/texel: diffuse, specular, shininess u/v

- Measured BRDF Texturing of SGs

Page 22: All-Frequency Rendering with Dynamic, Spatially-Varying

Rendering Equation

Page 23: All-Frequency Rendering with Dynamic, Spatially-Varying

Normal Distribution in Half-vector Domain

BRDF Slice in light-vector

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BRDF Slices

Half-vector Domain

Page 24: All-Frequency Rendering with Dynamic, Spatially-Varying

SG Warping

- SG not closed under -1

- approx. by per-SG warp of D*

Page 25: All-Frequency Rendering with Dynamic, Spatially-Varying

SG Scaling

• Shadowing and Fresnel terms

– Assume low-frequency [Ashkmin01, Ngan05]

– approx. by per-SG scale

Page 26: All-Frequency Rendering with Dynamic, Spatially-Varying

Parametric svBRDF Painting

Page 27: All-Frequency Rendering with Dynamic, Spatially-Varying

Outline

• Reflectance Representation

– Microfacet Model with SGs

• Visibility Representation

– Signed Spherical Distance Function

• Lighting & Rendering

o

Page 28: All-Frequency Rendering with Dynamic, Spatially-Varying

Visibility Representation

• Instead of binary visibility function, using Spherical Signed Distance Function

• Stores signed angular distance

• Why?

– Ghost-free!

Page 29: All-Frequency Rendering with Dynamic, Spatially-Varying

Binary Visibility Function

scene binary visibility function

x V(x,i)

Page 30: All-Frequency Rendering with Dynamic, Spatially-Varying

Spherical Signed Distance Function

binary visibility, V(i)

i0

i1

SSDF, Vd (i)

Vd(i1)

Vd(i0)

Page 31: All-Frequency Rendering with Dynamic, Spatially-Varying

Ghosting artifact in Interpolation

Page 32: All-Frequency Rendering with Dynamic, Spatially-Varying

Ghosting-Free Interpolation

Page 33: All-Frequency Rendering with Dynamic, Spatially-Varying

Procedure

Sampling

Visibility

Per-vertex

Construct

SSDF and

Compression

Reconstruct

Visibility

per-pixel

Pre-compute Run-time

Page 34: All-Frequency Rendering with Dynamic, Spatially-Varying

Detailed Procedure

1. Sample binary visibility the hemisphere

2. Calculate SSDF

3. Re-parameterize to a square image

4. Compress using PCA

PCA:

Eigenvector (stored in texture)

PCA coefficients (vertex attributes)

Page 35: All-Frequency Rendering with Dynamic, Spatially-Varying

Detailed Procedure(Cont’d)

• Reconstruct

– Calculate inner, vector product with SG

Page 36: All-Frequency Rendering with Dynamic, Spatially-Varying

Detailed Procedure(Cont’d)

• Reconstruct

– Calculate inner, vector product with SG

Page 37: All-Frequency Rendering with Dynamic, Spatially-Varying

Detailed Procedure(Cont’d)

• inner product

Page 38: All-Frequency Rendering with Dynamic, Spatially-Varying

Detailed Procedure(Cont’d)

• Vector Product

– Is a SG

Page 39: All-Frequency Rendering with Dynamic, Spatially-Varying

SSDF-SG Product

Page 40: All-Frequency Rendering with Dynamic, Spatially-Varying

SSDF-SG product with Compression

Page 41: All-Frequency Rendering with Dynamic, Spatially-Varying

Outline

• Reflectance Representation

– Microfacet Model with SGs

• Visibility Representation

– Signed Spherical Distance Function

• Lighting & Rendering

o

Page 42: All-Frequency Rendering with Dynamic, Spatially-Varying

Lighting

• Local light Source

– Represented by a single SG

• Environment Light

– SGs for diffuse shading

– MIPMAP for specular shading

Page 43: All-Frequency Rendering with Dynamic, Spatially-Varying

Local Light Source

• Point light

• Directional light

Page 44: All-Frequency Rendering with Dynamic, Spatially-Varying

Environment Light

prefiltered MIPMAP [Kautz et al. 2000]

SGs (<10 lobes) [Tsai and Shih 2006]

for diffuse shading for specular shading

Page 45: All-Frequency Rendering with Dynamic, Spatially-Varying

Run-time Rendering

Page 46: All-Frequency Rendering with Dynamic, Spatially-Varying

Run-time Rendering

• Environment light

BRDF Slice in SGs

Cosine Term in SGs

Visibility in SSDF

Prefiltered Environment

Page 47: All-Frequency Rendering with Dynamic, Spatially-Varying

Run-time Rendering

• Local point light

Visibility in SSDF

BRDF Slice in SGs

Cosine Term in SGs

Point light in SGs

SG, N = 1

Page 48: All-Frequency Rendering with Dynamic, Spatially-Varying

Result

Page 49: All-Frequency Rendering with Dynamic, Spatially-Varying

Result

Page 50: All-Frequency Rendering with Dynamic, Spatially-Varying

Conclusion - Pros

• SG mixtures for microfacet-based reflectance

– Highly specular

– Speed up rendering

• Compressed SSDFs

– Ghost-free

– Per-pixel interpolation

Page 51: All-Frequency Rendering with Dynamic, Spatially-Varying

Conclusion - Cons

• Pre-computed visibility – Limited static scenes

– Maybe solve this problem by combining other methods.

• Consider only direct shadowing effects

• Many SG lobes are required for anisotropic BRDFs.

Page 52: All-Frequency Rendering with Dynamic, Spatially-Varying

Thank you!