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Interactive Rendering of Translucent Deformable Objects. Tom Mertens 1 , Jan Kautz 2 , Philippe Bekaert 1 , Hans-Peter Seidel 2 , Frank Van Reeth 1. 1. 2. Overview. Goal Previous work Translucency model Our method Implementation Discussion, results and future work.
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Interactive Rendering of Translucent Deformable Objects Tom Mertens1, Jan Kautz2, Philippe Bekaert1, Hans-Peter Seidel2, Frank Van Reeth1 1 2
Overview • Goal • Previous work • Translucency model • Our method • Implementation • Discussion, results and future work
Problem: Translucency BRDF BSSRDF
Previous work • Jensen et al. (SIGGRAPH ’01): • BSSRDF model • Jensen et al. (SIGGRAPH ’02): • fast, production quality rendering • Lensch et al. (PG ’02), Hao et al. (GI ’03), Carr et al. (GHW’03), Sloan et al. (SIGGRAPH’02-’03): • interactive, real-time rendering with precomputation • Our paper: • interactive rendering • varying geometry and material (no precomputation)
BSSRDF model • introduced by Jensen et al.(SIGGRAPH’01) • multiple scattering • materials with high albedo: marble, milk, wax, skin,… function of distance
BSSRDF model • introduced by Jensen et al.(SIGGRAPH’01) • multiple scattering • materials with high albedo: marble, milk, wax, skin,… function of distance
Integrating the BSSRDF • hierarchical approach (Jensen et al. ‘02) • decouple light and surface sampling, • decouple light sampling from geometry • 2-pass method: • irradiance sampling – integration with octree • limitation: rebuilding samples & octree • our method • integration ~ hierarchical radiosity • mesh based: beneficial for geometry updates • hierarchy = clustered triangles • form factor for BSSRDF: fast local integration
Our Method • boundary element method
Our Method • boundary element method discretized radiance discretized irradiance
Our Method • boundary element method discretized radiance form factor discretized irradiance
Hierarchical Evaluation • hierarchy = clustered triangles • tree hierarchy • subdivision: 4-to-1 splits • face clustering • evaluation ~ hierarchical radiosity • irradiance sampling + pull • construct link hierarchy • gather over each link • push + average at vertices • “oracle” = solid angle • interactions at different levels • speed advantage
Form Factor: area integral • (mid)point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample integral over edges recursive midpoint
Form Factor: • point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample
Form Factor: • point to triangle • semi-analytical • Taylor expansion • advantages: • fast • accurate • noiseless • indispensable for local integration • more distant: 1 sample point sampling form factor
stored links incremental updates promote/demote links real-time frame rate render on-the-fly instant feedback less memory overhead interactive frame rate Implementation • GPU • fresnel • tone mapping • shadow map • irradiance • point light (+ shadow) • environment map
Results • 5-10 fps for 10-20K tris models • dual Xeon 2.4Ghz; ATI Radeon 9700 • Demo video material change candle twist shadow leak Perlin noise deformation
Discussion • practical technique for interactive applications • speed advantage over previous hierarchical algorithm: • gathering in higher levels • efficient local integration • consistent hierarchy after deformation • limitation = mesh • needs hierarchy • limited by resolution • fixed topology • interactive applications often mesh-based anyway
Future Work • recycle radiosity techniques • adaptive meshing, high order interpolation,… • improved oracle function • varying topology • full GPU implementation • non-homogeneous media
Acknowledgements • Jens Vorsatz (mesh hierarchies) • P. Debevec (light probes) • funding: • European Regional Development Fund • Marie Curie doctoral fellowship