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Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

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Page 1: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Handling Difficult Light Paths

(virtual spherical lights)Miloš Hašan

UC Berkeley

Realistic Rendering with Many-Light Methods

Page 2: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Glossy Inter-reflections

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Page 3: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Glossy VPL Emission: Illumination Spikes

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Page 4: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

BRDF lobe at the VPL location

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Glossy

Diffuse

Page 5: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

• Common solution: Clamp contribution

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Clamping

x x

spike!

p

As || p – x || → 0, VPL contribution → ∞

Page 6: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Energy Loss with Virtual Point Lights

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Clamping causes energy loss

Reference

Page 7: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

• Compute the missing components by path tracing [Kollig and Keller 2004]

• Glossy scenes– As slow as path-tracing everything

Clamping Compensation

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Path traced compensation: 3.5 hours

Reference

Page 8: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

• Integration instead of point sampling

Virtual Spherical Light

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VSL: 4 minutes Reference

Page 9: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Recall: Emission Distribution of a VPL

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Spike!

Page 10: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

What happens as #lights ?

10Spiky lights converge to a continuous function!

Page 11: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Idea: We want a “virtual area light”

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Aggregate

incoming illuminati

on

Aggregate

outgoing illuminati

on “Virtual area light”

Problem: What if surface is not flat?

Page 12: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

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Expand Point into Sphere

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

Page 13: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

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Light Contribution

x

p

l

Non-zero radius (r)

Ω

Integration over

non-zero solid angle

Page 14: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

• Stratified Monte Carlo in a shader

Computing the VSL integral

BRDF 1 sampling

BRDF 2 sampling

Cone sampling

Combined sampling

Page 15: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Results: Kitchen

• Most of the scene lit indirectly

• Many materials glossy and anisotropic

Clamped VPLs34 sec (GPU) – 2000 lights

New VSLs:4 min 4 sec (GPU) – 10000 lights

Path tracing:316 hours (8 cores)

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Page 16: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Results: Anisotropic Tableau

• Difficult case• Standard VPLs

capture almost no indirect illumination

Clamped VPLs: 32 sec (GPU) – 1000 lights

New VSLs: 1 min 44 sec (GPU) – 5000 lights

Path tracing: 2.2 hours (8 cores)

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Page 17: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

Limitation: Blurring

• VSLs can blur illumination• Converges as number of lights

increases

5,000 lights - blurred

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1,000,000 lights - converged

Page 18: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

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Error Images (Indirect Only)

ground truthclamped VPL error

VSL error

Page 19: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

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Ray/Beam Lights [Novák et al 2012]

virtual point lights virtual ray lights virtual beam lights

Page 20: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

• Average separate runs of many-light method while increasing clamping constant

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Progressive Clamping [Davidovič and Georgiev 2012]

path tracer many-lightmany averaged

many-light solutionswith progressive

clamping

Page 21: Handling Difficult Light Paths (virtual spherical lights) Miloš Hašan UC Berkeley Realistic Rendering with Many-Light Methods

• Virtual Spherical Lights (VSLs)– Integration instead of point-sampling– No spikes, no clamping necessary– Improve practicality of many lights for

real scenes

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Conclusion