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All-Frequency Rendering with Dynamic, Spatially-Varying Reflectance. Jiaping Wang 1 Peiran Ren 1,3 Minmin Gong 1 John Snyder 2 Baining Guo 1,3. 1 Microsoft Research Asia 2 Microsoft Research 3 Tsinghua University. Complex, detailed reflectance.
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All-Frequency Rendering with Dynamic, Spatially-Varying Reflectance Jiaping Wang1 Peiran Ren1,3 Minmin Gong1John Snyder2 Baining Guo1,3 1 Microsoft Research Asia 2 Microsoft Research 3 Tsinghua University
Complex, detailed reflectance • Spatial/temporal variation • All BRDF types: • parametric ↔ measured • isotropic ↔ anisotropic • glossy ↔ mirror-like
Previous work SpatialVariation SVBRDF singleBRDF TemporalVariation static dynamic
Previous work SpatialVariation [Ng03][Wang04][Liu04][Wang06][Tsai06][Krivanek08] SVBRDF singleBRDF [Wang04] TemporalVariation static dynamic
Previous work SpatialVariation [Green06][Green07] SVBRDF [Green06] singleBRDF [Wang04] TemporalVariation static dynamic
Previous work SpatialVariation [Ben-Artzi06][Sun07][Ben-Artzi08] SVBRDF [Green06] singleBRDF [Wang04] [Ben-Artzi06] TemporalVariation static dynamic
Previous work SpatialVariation • Our method: • - per-pixel SVBRDF • dynamic SVBRDF • all BRDF types- all-frequency SVBRDF [Green06] [Wang09] singleBRDF [Wang04] [Ben-Artzi06] TemporalVariation static dynamic
Rendering Equation • 2D lighting • 4D visibility • 6D reflectance (SVBRDF) light visibility cosine SVBRDF n i o x
Precomputed Radiance Transfer • Dot product[Sloan et al. 2002] light light transfer
Precomputed Radiance Transfer • Dot product[Sloan et al. 2002] • Tripleproduct[Ng et al. 2004] light light transfer BRDF × cosine light visibility Light Transport & Precomputed
Precomputed Radiance Transfer • Dot product[Sloan et al. 2002] • Tripleproduct[Ng et al. 2004] • Oursmethod light light transfer BRDF × cosine light visibility light BRDF visibility cosine LT & P LT & P
Precomputed Radiance Transfer • Dot product[Sloan et al. 2002] • Tripleproduct[Ng et al. 2004] • Oursmethod light light transfer BRDF × cosine light visibility light BRDF visibility cosine LT & P LT & P LT & P
Algorithm Overview o Spherical Gaussians Spherical Gaussians
Algorithm Overview o Spherical Gaussians SSDF Environment
Outline • Reflectance Representation • Microfacet Model with SGs • Visibility Representation • Signed Spherical Distance Function • Lighting & Rendering o
Outline • Reflectance Representation • Microfacet Model with SGs • Visibility Representation • Signed Spherical Distance Function • Lighting & Rendering o
Spherical Gaussian (SG) • trivial rotation • all-frequency signals center intensity sharpness
Spherical Gaussian (SG) • trivial rotation • all-frequency signals center intensity sharpness inner product: vector product:
SG Mixtures Sum of Multiple SGs: Original SG, N = 7 SG, N = 3 SG, N = 1
Microfacet BRDF Model • surface modeled by tiny mirror facets [Cook 82]
Microfacet BRDF Model • surface modeled by tiny mirror facets [Cook 82] normal distribution shadow term fresnel term Represented by SG
Parametric Models • single-lobe, analytic approximation • Cook-Torrance [Cook et al. 1981] • Ward [Ward 1992] • Blinn-Phong [Blinn 1977]
Anisotropic Parametric Models ground truth 7-lobe SGM nu=8, nv=128nu=25, nv=400nu=75, nv=1200
Measured BRDFs BRDF from [Matusik03] svBRDF from [Wang08] & [Lawance06]
Representation Efficiency • Parametric BRDFTexturing of original BRDF parameters isotropic : 7 float/texel: diffuse, specular, shininess Anisotropic: 8 float/texel: diffuse, specular, shininess u/v • Measured BRDFTexturing of SGs
BRDF Slices o Normal Distributionin Half-vector Domain BRDF Slicein light-vector Half-vector Domain
SG Warping • SG not closed under -1 • approx. by per-SG warp of D*
SG Warping • SG not closed under -1 • approx. by per-SG warp of D*
Outline • Reflectance Representation • Microfacet Model with SGs • Visibility Representation • Signed Spherical Distance Function • Lighting & Rendering o
Visibility at one point scene binary visibility function x V(x,i)
Visibility Prerequisite • Preserve sharp visibility boundary • inner productfor Diffuse Term • vector productfor Specular Term ? SGs ? SGs
Spherical Signed Distance Function Vd(i0) i0 i1 Vd(i1) binary visibility, V(i) SSDF, Vd(i)
SSDF-SG Product SSDF Visibility
SSDF-SG Product p p ≈ p Approx. Visibility for p SSDF Visibility p p SG centered at p Approx. Visibility for p
SSDF-SG Product p p ≈ p Approx. Visibility for p SSDF Visibility =0.329 p SG centered at p vector product Inner product
Outline • Reflectance Representation • Microfacet Model with SGs • Visibility Representation • Signed Spherical Distance Function • Lighting & Rendering o
Local Light Source • Point light • directional light
Environment Light for diffuse shading for specular shading prefiltered MIPMAP [Kautz et al. 2000] SGs (10 lobes) [Tsai and Shih 2006]
Environment Light for diffuse shading for specular shading prefiltered MIPMAP [Kautz et al. 2000] SGs (10 lobes) [Tsai and Shih 2006]
Rendering Summary: Diffuse Environment Light Microfacet Model
Rendering Summary: Diffuse Visibilityin SSDF Environment Light Microfacet Model Cosine Termin SGs ● BRDF Slicein SGs Environmentin SGs
Rendering Summary: Specular Visibilityin SSDF Environment Light Microfacet Model Cosine Termin SGs ● BRDF Slicein SGs PrefilteredEnvironment
Performance Summary • Testing Machine • Intel Core2 Duo 3.2G CPU, 4GB memory • nVidiaGeforce 8800 Ultra graphics card
Performance Summary • Testing Machine • Intel Core2 Duo 3.2G CPU, 4GB memory • nVidiaGeforce 8800 Ultra graphics card