340 likes | 436 Views
Real-time Shading with Filtered Importance Sampling. Mark Colbert University of Central Florida Jaroslav Křivánek Czech Technical University in Prague. Motivation. Dynamic BRDF and lighting Applications Material design Gaming Production pipeline friendly Single GPU shader
E N D
Real-time Shading with Filtered Importance Sampling Mark Colbert University of Central Florida JaroslavKřivánek Czech Technical University in Prague
Motivation • Dynamic BRDF and lighting • Applications • Material design • Gaming • Production pipeline friendly • Single GPU shader • No precomputation • Minimal code base
Our Approach BRDF proportional sampling Environment map filtering
Related Work A Unified Approach to Prefiltered Environment Maps[ Kautz et al. 2000 ] Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions[ McAllister et al. 2002 ] Efficient Reflectance and Visibility Approximations for Environment Map Rendering [ Green et al. 2007 ] Interactive Illumination with Coherent Shadow Maps[ Ritschel et al. 2007 ]
Illumination Integral Ignores visibility[ Kozlowski and Kautz 2007 ] Computationally expensive
Importance Sampling Choose a few random samples Select according to the BRDF
Importance Sampling Result 40 samples per pixel
Random Numbers on the GPU • Relatively expensive • Random numbers per pixel (computation) • Random number textures (memory/indirection) • Quasi-random sequence • Good sample distribution (no clumping) • Use same sequence for each pixel
Same Sequence Result 40 samples per pixel
Filtered Importance Sampling • Filter environment mapbetween samples over hemisphere • Samples distributed by the BRDF • Support approximately equivalent to:
Filtering Use MIP-maps Level proportional to log of filter size
Implementation • Auto-generated MIP-map • Dual paraboloids • Single GPU Shader • Sum together filtered samples
ResultsSphere – Grace Probe Stochastic No Filtering Our Result Reference
ResultsBunny – Ennis Probe Stochastic No Filtering Our Result Reference
Approximations Constant BRDF across filter Isotropic filter shape Tri-linear filtering
RMS Error Phong Reflection - Ennis Light Probe n=10 n=100 n=1000
Performance 512x512 Sphere
Conclusions • Real-time glossy surface reflections • Signal Processing Theory • Practical • Affords new interfaces • For more information:GPU Gems 3 • Download the code now! • graphics.cs.ucf.edu/gpusampling/
Which distribution? • Product of lighting and BRDF • Requires bookkeeping • Too expensive • Lighting • BRDF
Which distribution? • Product of lighting and BRDF • Lighting • Too many samples for glossy surfaces • BRDF
Which distribution? • Product of lighting and BRDF • Lighting • BRDF • Computationally efficient
Environment Mapping Error Support Region • Dual Paraboloid
Environment Mapping • Cube Maps • Low distortion • Accelerated by GPU • Decimation/reconstruction filters non-spherical • Introduces Seams
Environment Mapping • Latitude/Longitude • Too much distortion at poles
Measured BRDF Data Fast primitive distribution for illustration[ Secord et al. 2002 ] Efficient BRDF importance sampling using a factored representation[ Lawrence et al. 2004 ] Probability Trees[ McCool and Harwood 1997 ]
Importance Sampling Random Samples on Unit Square PDF-Proportional Samples on Hemisphere 1 PDF Mapping 0 0 1
Pseudocode float4FilteredIS(float3 viewing : TEXCOORD1 uniform sampler2Denv) : COLOR { float4 c = 0; // sample loop for (int k=0; k < N; k++) { float2 xi = quasi_random_seq(k); float3 u = sample_material(xi); floatpdf = p(u, viewing); floatlod = compute_lod(u, pdf); float3 L = tex2Dlod(env,float4(u, lod)); c += L*f(u,viewing)/pdf; } returnc/N; }
Filter Support • Ideal • Isotropic approximation • Assume sample points are perfectly stratified • Implies area of 1 sample = 1 / N • Use Jacobian approximation for warping function (Inverted PDF) • Support region of sample 1 / p(i, o) N
Ideal Sample Filter Design h – Filter function More expensive than illumination integral
Approximate Sample Filter • Estimate for sample • BRDF PDF • PDF is normalized BRDF • Near constant over single sample • Low frequency cosine approximation • Use multiple samples to estimate effect