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Precomputed Global Illumination of Isosurfaces

Explore applying global illumination to isosurfaces efficiently through precomputed solutions. Learn the mathematical model, flattened light transport, texture mapping, and more for high-quality real-time rendering.

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Precomputed Global Illumination of Isosurfaces

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  1. Precomputed Global Illumination of Isosurfaces Master’s Defense Kevin BeasonDavid C. Banks, Advisor

  2. Computer Graphics Sphere { position 1 0 0 }

  3. Visualization Image Data

  4. Scalar Field

  5. Level Sets

  6. Example Level Sets

  7. Rendering Photon Mapping

  8. Thesis Statement • Level sets can be displayed in real time with high quality graphics

  9. Is this new? Local Illumination Global Illumination Fast (hw) X NEW Slow(sw) X X

  10. Local vs. Global Illumination Local Global

  11. Rendering Equation Global Local

  12. Perceptual Cues

  13. Boat wake

  14. Boat wake

  15. Image Credits • Neuron - Blanco, Ouimet, Banks, Beason • Vislab - Yagi, Banks, Beason • Boatwake - Sussman, Banks, Beason • Atrium - Dabrovic, Beason

  16. Global Illumination of Isosurfaces • Global Illumination is good • How do I apply it to isosurfaces quickly? • Precompute GI for all level sets Lc • Save solutions

  17. How? • Naïve approach: • Extract a level set • Illuminate it (wait…) • Save illumination • Repeat for every isovalue c • Retrieve at runtime amira

  18. Example heightfield

  19. Scalar Field

  20. Level sets • Lc = (x,y) : h(x,y) = c

  21. Raised Level Sets = (x, y, h(x,y)) : h(x,y) = c

  22. Flat Light in D

  23. Flat Light in DxR

  24. Flat Light on Graph

  25. Physical Example 2D Analytic Heightfield Function plaster

  26. Flattened Light

  27. Raising water level

  28. Sum of Level Sets Illumination

  29. Mathematical Model • Flattened Light Transport • 2D case

  30. Duality • Two isosurfaces • Same light

  31. Ordinary Light

  32. Flattened Light

  33. Flat 3D Rend. Eqn. • Requires modification of Emission and Reflection

  34. Flat 4D Rend Eqn. • Behaves just like ordinary 3D light • Operates it in raised leaf of R4

  35. Ordinary vs. Flattened

  36. Sample Illumination on Graph Samples are taken uniformly in Domain (R3)

  37. Interpolate into 3D Texture • Use Shepard Interpolation • Or Tent Filter

  38. Apply Texture • Use Marching Squares to extract Level Set • Use texture-mapping to apply 3D texture =

  39. Results • Movies • Amira

  40. Thank You • Brad Futch, Josh Grant, Wilfredo Blanco (amira network), Hui Song • Dr. Ouimet, Dr. Hussaini, Dr. Piekarewicz, Dr. Smith (Datasets) • Dr. Liu, Dr. Sussman (Committee) • Dr. Banks (Advisor)

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