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A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering. Yoshinori Dobashi (Hokkaido University) Yoshihiro Enjyo (Hokkaido University) Tsuyoshi Yamamoto (Hokkaido University) Tomoyuki Nishita (The University of Tokyo). Overview.
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A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering Yoshinori Dobashi (Hokkaido University) Yoshihiro Enjyo (Hokkaido University) Tsuyoshi Yamamoto (Hokkaido University) Tomoyuki Nishita (The University of Tokyo)
Overview • Introduction • Previous Work • Basic Idea of Our Method • Precomputation of Basis Intensities • Real-time Rendering Process • Examples • Conclusions & Future Work
Introduction (1/3) • Realistic Image Synthesis • Visual Assessment, flight simulators, etc… • Assuming under fine weather conditions • Simulation under bad weather conditions • Rainfalls, windstorm, lightning, clouds, etc… • Flight simulation/computer games • Real-time rendering • Reality
Introduction (2/3) • Example image clouds illuminated by lightning
Introduction (3/3) • Multiple scattering • Enhancing reality • High computationcost • Difficult to achieve real-time rendering clouds viewpoint lightning
Features of Proposed Method • Real-time rendering of clouds illuminated by lightning • Arbitrary shapes of lightning • Anisotropic multiple scattering • Consisting of preprocess and real-time process • Use of wavelet transform for drastically accelerating intensity calculation • Assumption: Static clouds
Overview • Introduction • Previous Work • Basic Idea of Our Method • Precomputation of Basis Intensities • Real-time Rendering Process • Examples • Conclusions & Future Work
Previous Work on Lightning • Visual simulation of lightning [ Reed94] • Use of random numbers to create shape of lightning strokes • Probabilistic modeling of lightning [Kruszewski99] • Allowing user to control shapes • Physically-based animation of lightning [Kim04] • Calculating propagation of lightning via physical simulation • Focusing on modeling shape of lightning • Illumination on clouds are not considered.
Previous Work on Fast Rendering of Clouds/Smoke • Rendering of clouds using GPU [Dobashi00] • Clouds/atmosphere illuminated by lightning • Use of GPU for acceleration • Single scattering only • Precomputed radiance transfer [Sloan02] • Real-time rendering of clouds as well as glossy objects • Assuming light sources far from clouds • Lihgtning is not considered. [Dobashi01]
Overview • Introduction • Previous Work • Basic Idea of Our Method • Precomputation of Basis Intensities • Real-time Rendering Process • Examples • Conclusions & Future Work
Basic Idea of Our Method (1/7) • Shape of lightning • Polylines generatedby Reed’s method [Reed94] • Density distribution of clouds • Represented by 3D grid • Use of Dobashi’s method[Dobashi00] clouds lightning
point source Basic Idea of Our Method (2/7) • Intensity calculation of clouds • Point sources on strokes • Illuminations due to each point source • Multiple scattering • Accumulation of illuminationsdue to all point sources • Preprocess and real-time process clouds illuminate lightning
Basic Idea of Our Method (3/7) • Two separate grids clouds grid for clouds grid for simulation space simulation space
clouds virtual point source Basic Idea of Our Method (4/7) • Virtual point sources at each grid point grid for clouds grid for simulation space simulation space
intensity calculation taking into account multiple scattering virtual point source (intensity = 1.0) Basic Idea of Our Method (5/7) • Preprocess:computation of basis intensities save
Basic Idea of Our Method (6/7) • Preprocess:computation of basis intensities
Basic Idea of Our Method (6/7) • Preprocess:computation of basis intensities
Repeating for all grid points Basic Idea of Our Method (6/7) • Preprocess:computation of basis intensities basis intensities
multiplication intensity of virtual point sources generating lightning S × × × × • Fast but cost proportional to number of grid points • Further acceleration by using wavelets Basic Idea of Our Method (7/7) • Real-time process:rendering of clouds basis intensities accumulation
Overview • Introduction • Previous Work • Basic Idea of Our Method • Precomputation of Basis Intensities • Real-time Rendering Process • Examples • Conclusions & Future Work
clouds r virtual point source 1.0 intensity due to point source r2 simulation space Subdivision of Simulation Space • Contribution of virtual point source
clouds rl rl+1 Subdivision of Simulation Space • Adaptive subdivision simulation space
bil : intensity at grid point idue to virtual source l (b1l, b2l, …, bncld,l) calculation of multiple scattering ncld : number of grid points for clouds Precompuation of Basis Intensities • Intensity calculation due to virtual point source grid point i bil virtual source l
(b1l, b2l, …, bncld,l) calculation of multiple scattering ncld : number of grid points for clouds Precompuation of Basis Intensities • Intensity calculation due to virtual point source grid point i basis intensities due to virtual light l bil virtual source l
(b1l, b2l, …, bncld,l) wavelet transform (B1l, B2l, …, Bncld,l) calculation of multiple scattering Precompuation of Basis Intensities • Intensity calculation due to virtual point source grid point i basis intensities due to virtual light l bil virtual source l ncld : number of grid points for clouds
number of basis functions (= number of grid points for clouds) basis intensity at grid point idue to virtual source l coefficient after wavelet transform basis function (Haar basis) Precompuation of Basis Intensities • Basis intensities due to virtual source l
Precompuation of Basis Intensities • Basis intensities due to virtual source l • Many of Bijare nearly zero. • Discardingif |Bil| < z(z : threshold)
nl << ncld • Reducing memory requirement • Accelerating intensity calculation Precompuation of Basis Intensities • Basis intensities due to virtual source l • Many of Bijare nearly zero. • Discardingif |Bil| < z(z : threshold)
Overview • Introduction • Previous Work • Basic Idea of Our Method • Precomputation of Basis Intensities • Real-time Rendering Process • Examples • Conclusions & Future Work
distributing to neighboring grid points generating lightning placing point sources on strokes Real-time Rendering Process (1/7) • Calculation of intensities of virtual source
intensity el virtual source l Real-time Rendering Process (2/7) • Calculation of intensity of virtual source
e1 e2 e3 e4 basis intensities final image S Real-time Rendering Process (3/7) • Weighted sum of basis intensities
intensity Ii grid point i number of virtual sources with non-zero intensities virtual source l intensity el basis intensity Real-time Rendering Process (4/7) • Final intensity Ii at grid point i for clouds
basis intensity coefficient after wavelet transform Real-time Rendering Process (5/7) • Intensity Ii at grid point i for clouds number of virtual sources with non-zero intensities basis intensity
1. Calculation of Hk 2. Inverse wavelet transform wavelet transform of intensity distribution of clouds Real-time Rendering Process (6/7) • Intensity Ii at grid point i for clouds
with wavelet inverse wavelet transform (k = 1, 2,…, nl) + nl << ncld (1/10) O(ncld) without wavelet (i = 1, 2,…, ncld) Real-time Rendering Process (7/7) • Calculation of Intensities at all grid pointsfor clouds
Overview • Introduction • Previous Work • Basic Idea of Our Method • Precomputation of Basis Intensities • Real-time Rendering Process • Examples • Conclusions & Future Work
simulation space 20x20x7 cloud volume: 128x128x16 • Memory requirement for basis intensities • without wavelet compression: 1137.5 MB • with wavelet compression: 86 MB Examples • Simulation condition intensity calculation: 32x32x4 compression to 1/13
previous method[Max94] proposed method same visual quality Previous Method vs. Proposed Method
10% previous 0 proposed difference image (100 % = 255 difference in intensity) Previous Method vs. Proposed Method
提案手法 Previous method Proposed method 2.12 sec. 0.2 秒 0.06 sec. 35 times faster Previous Method vs. Proposed Method • Computation time • Precomputation: 60 min (proposed method only) • Real-time process: computer:PentiumⅣ 3.5GHz,GeForece 7800 GTX
Conclusions • Real-time rendering of clouds illuminated by lightning • Taking into account multiple scattering • Precomputation of basis intensities • Acceleration by using Haar wavelet transform • 16 frames per second on CPU
Future Work • Further acceleration using GPU • Real-time rendering of realistic rain • Dynamic clouds