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Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes. Yajun Wang, Jiaping Wang, Nicolas Holzschuch , Kartic Subr , Jun- Hai Yong, Baining Guo. TexPoint fonts used in EMF.
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Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes Yajun Wang, Jiaping Wang, Nicolas Holzschuch, KarticSubr, Jun-Hai Yong, BainingGuo TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: A
Simulating translucency Subsurface scattering
Simulating translucency Subsurface scattering
Previous work • Monte-Carlo methods [DEJ99, PH00, LPT05 ] physically accurate slow (several hours) [DEJ99] [PH00]
Previous work • Dipole diffusion approximation [JMLH01] faster (minutes) homogenous, no complex shape [JMLH01]
Previous work • Extension of Dipole model real-time [DS03] ,multi-layer[DJ05] , scalable [AWB08] homogenous [DJ05] [DS03] [AWB08]
Previous work • Precomputed Radiance Transfer[XGL07] [WCPW08] real-time precomputation [WCPW08] [XGL07]
Previous work • Diffusion Equation [Ish78, Sta95] Regular grid and multi-grid scheme [Sta95] first step off-line The polygrid method [WZT08] real-time , heterogeneous simple shape
Challenges 1. real-time rendering and editing 2. heterogeneous materials 3. complex shapes
Our Method 1. in real-time 2. with heterogeneous materials 3. in arbitrary domain
Our Method • Overview • Solving the Diffusion Equation • Quadgraph • Discretized Diffusion Equation • Implementation on GPU • Results • Limitations and Conclusions
Regular grid introduces shape constraints Our domain for diffusion: tetrahedralized geometry Output: Exiting radiance on surface Input: radiance incident on surface Input: radiance incident on surface Diffusion: Flux within object Diffusion Equation +FEM (2D example) Extract exiting radiance from flux at boundary Outgoing radiance Lo Regular Grid Our Method Incoming radiance Li Initialization Iteration Radiant Fluence Optical Properties
Our Method • Overview • Solving the Diffusion Equation • Quadgraph • Discretized Diffusion Equation • Implementation on GPU • Results • Limitations and Conclusions
QuadGraph • Representation of the object volume • GPU-friendly
QuadGraph • Construction : Tetrahedralization Goal: Regular connection Output : 4 classes of tetrahedra [ACSYD05]
QuadGraph • Construction: Splitting Goal: Regular connection Only tetrahedra in C0 and C1 left
QuadGraph • Construction: Transformation Goal: Regular connection C0 inner node inner node + boundary node C1
QuadGraph • Result: Regular connection grid • For inner nodes -> 4 neighbors • For surface nodes -> 1 neighbor
Our Method • Overview • Solving the Diffusion Equation • Quadgraph • Discretized Diffusion Equation • Implementation on GPU • Results • Limitations and Conclusions
Discretized DE • Using the same method in [Sta95] [WZT08] • Based on Quadgraph For inner nodes For surface nodes
Our Method • Overview • Solving the Diffusion Equation • Quadgraph • Discretized Diffusion Equation • Implementation on GPU • Results • Limitations and Conclusions
Preprocess and Storage • Per-node values stored using textures one part for interior nodes one part for surface nodes
Iteration on GPU • Initialization according to the illumination • Iteration on GPU until convergence Initalization During iteration Convergence
Speeding up scheme • GPU cache coherence (Speed + 30%) Packing the data of nodes by its spatial location
Speeding up scheme • Multi-resolution (Speed + >100% ) Several Quadgraphs with different resolution
Our Method • Overview • Solving the Diffusion Equation • Quadgraph • Discretized Diffusion Equation • Implementation on GPU • Results • Limitations and Conclusions
High genus Surface nodes: 121k Inner nodes: 260k Speed: 29.4 FPS
High curvature Surface nodes: 82k Inner nodes: 226k Speed: 22.1FPS
Our Method • Overview • Solving the Diffusion Equation • Quadgraph • Discretized Diffusion Equation • Implementation on GPU • Results • Limitations and Conclusions
Limitations • Materials with high frequency • Deformation changing the topology
Conclusions A new volumetric representation(Quadgraph) for solving the diffusion equation. Real-time rendering and editing Heterogeneous materials Complex shapes