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Learn about improving subsurface scattering smoothing models, addressing hard shadow edges and continuous mean free path variations for realistic renderings.
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Smoother Subsurface Scattering Ivan Neulander ivan@neulander.org
Subsurface Scattering Overview • Light transport is mediated by BSSRDF • Light can enter and exit material at different positions, unlike with BRDF • Shading is affected by light incident on other parts of surface • Expensive to render (but very useful) BRDF BSSRDF
Jensen et al, SIGGRAPH 01 • Single + Multiple scattering • Single scattering • Monte Carlo integration along refractedoutgoing ray • Similar to volumetric ray marching • Multiple scattering • Diffusion approximation using dipole model,based on work by Eason and Farrell • Avoids ray marching but needs numerousirradiance evaluations on the surface
Jensen & Buhler, SIGGRAPH 02 • Faster diffusion approximation for Multiple Scattering: Two-pass approach • Sample irradiance over surface, store in octree • Retrieve irradiance from octree in final pass • Each node contains an estimate of its children Irradiance Cache Rendered Image
Jensen & Buhler, SIGGRAPH 02 • fast used in production renderers; but: • Some materials require very high irradiance sample counts to achieve smooth shading • low mean free path Irradiance point density High Medium Low
Langlands & Mertens, SIGGRAPH 07: Smoothing Solution • Applies smoothing to reduce “splotchy noise” in Jensen & Buhler at low point densities • Noise is due to a rapid falloff in the BSSRDFas a function of
Langlands & Mertens, SIGGRAPH 07: Smoothing Solution • becomes increasingly peaked as mean free path decreases. = 1 = 1/2 = 1/4 = 1/8 = 1/16
Langlands & Mertens, SIGGRAPH 07: Smoothing Solution • Idea: where = + Local component Global component 1 – w(r) Local term: More noisy Global term: Less noisy replace Noise-free!
Langlands & Mertens, SIGGRAPH 07: Results = + unsmoothed Global term Local term = + smoothed Global term Smoothed local term
Langlands & Mertens, SIGGRAPH 07: Problem 1 • Incorrectly hard shadow lines smoothing Ground truth
Our Solution to Problem 1 • Problem lies in local term • Replace in smooth local term withwhere = + Global term Smooth local term Contributions: Current shading sample All samples in irradiance cache
Our Solution to Problem 1: Results • We have replaced the hard edge with a noisier but appropriately soft one = + Global term Our smooth local term
Our Solution to Problem 1: Results • Comparison of teapot example Unsmoothed L&M smoothing Our smoothing Ground truth
Langlands & Mertens, SIGGRAPH 07Problem 2: Varying MFP • Continuous variation of requires arbitrarily many precomputations of because varies nonlinearly with . • Cannot texture-map • Avoid many discrete
Our Solution to Problem 2 • Evaluate at discrete and interpolate result • Since can span range , at which points do we evaluate? • We use • Provides high resolution for near zero, lower resolution for large
Our Solution to Problem 2: Results No Smoothing Our Smoothing Ground truth
Conclusions • We have made two enhancements to the SSS smoothing model by Langlands & Mertens: • Fixed hard shadow edges • Allowed for continuous mean free path variation • Our solution builds on work by Jensen, Buhler, and others.
Thank You Thanks to Rhythm & Hues Slides: www.neulander.org/work#sketch2009