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Precomputed Radiance Transfer

Precomputed Radiance Transfer. Peter-Pike Sloan SDE Windows Graphics & Gaming Technologies Microsoft Corporation. Challenges in Rendering. Generating realistic images interactively is hard Many dimensions of complexity Geometric complexity Material complexity Meso-scale complexity

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Precomputed Radiance Transfer

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  1. Precomputed Radiance Transfer Peter-Pike Sloan SDE Windows Graphics & Gaming Technologies Microsoft Corporation

  2. Challenges in Rendering • Generating realistic images interactively is hard • Many dimensions of complexity • Geometric complexity • Material complexity • Meso-scale complexity • Lighting complexity • Transport complexity • Synergy • This talk focuses on techniques that enable more lighting/transport complexity

  3. Material Complexity • Models how light interacts with a surface • Assume the “structure” of the material is below the visible scale • Simple variation • Twist maps

  4. Meso-Scale Complexity • Variations at a visible scale - not geometry • Bump/Roughness maps • Parallax Mapping/BTFs extreme examples of this

  5. Lighting Complexity • What kind of lighting environment is an object in? • Directional/point lights • Directional + ambient • “Smooth” (low frequency) lighting • Completely general

  6. Lighting Complexity • What kind of lighting environment is an object in? • Directional/point lights • Directional + ambient • “Smooth” (low frequency) lighting • Completely general

  7. Lighting Complexity • What kind of lighting environment is an object in? • Directional/point lights • Directional + ambient • “Smooth” (low frequency) lighting • Completely general

  8. Lighting Complexity • What kind of lighting environment is an object in? • Directional/point lights • Directional + ambient • “Smooth” (low frequency) lighting • Completely general

  9. Transport Complexity • How light interacts with objects/scene at a visible scale • Shadows • Inter-reflections • Caustics • Translucency (subsurface scattering)

  10. Transport Complexity • How light interacts with objects/scene at a visible scale • Shadows • Inter-reflections • Caustics • Translucency (subsurface scattering)

  11. Transport Complexity • How light interacts with objects/scene at a visible scale • Shadows • Inter-reflections • Caustics • Translucency (subsurface scattering)

  12. Transport Complexity • How light interacts with objects/scene at a visible scale • Shadows • Inter-reflections • Caustics • Translucency (subsurface scattering)

  13. Some of All of This • Real scenes have all of these forms of complexity • Extreme realism in one form of complexity is not necessarily that interesting • Incredible material models that are completely homogenous and lit by a single directional light • Great lighting environments for diffuse surfaces with no shadows

  14. What is Precomputed Radiance Transfer (PRT)? • Parameterize an object’s response to lighting, expressed in some basis • Partition into two processes • Offline transport simulator precomputes spatially varying linear operators that map lighting in given basis to exit radiance • Run time render the object using the current viewing/lighting environment using precomputed data

  15. PRT Teaser Demo

  16. Terminology

  17. Terminology

  18. Terminology

  19. Terminology

  20. Rendering Equation

  21. Rendering Equation Radiance leaving pointpin directiond

  22. Rendering Equation Radiance emitted from pointpin directiond

  23. Rendering Equation Integral over directionsson the hemisphere aroundp

  24. Rendering Equation BRDF at pointpevaluated for incident directionsin outgoing directiond

  25. Rendering Equation Radiance arriving at pointpfrom directions (also LHS)

  26. Rendering Equation Lamberts law – cosine between normal and -s=dot(Np, -s)

  27. Neumann Expansion Exit radiance expressed as infinite series

  28. Neumann Expansion Direct lighting arriving at point p – from distant environment

  29. Neumann Expansion Direct lighting arriving at point p – from distant environment

  30. Neumann Expansion Source Radiance – distant lighting environment

  31. Neumann Expansion Visibility function - binary

  32. Neumann Expansion All paths from source that take 1 bounce

  33. Neumann Expansion L0 All paths from source that take 1 bounce

  34. Neumann Expansion Li-1 All paths from source that take i bounces

  35. Diffuse PRT

  36. Diffuse PRT

  37. Diffuse PRT

  38. Diffuse PRT

  39. Diffuse PRT

  40. Diffuse PRT

  41. Diffuse PRT

  42. Diffuse PRT

  43. Project Light light light • = = • = • Diffuse Self-Transfer 2D example, piecewise constant basis, shadows only Preprocess Rendering

  44. . . . . . . Precomputation Basis 16 Basis 17 illuminate result Basis 18

  45. Spherical Harmonics • Spherical analog to Fourier transform • Represents complex functions on the sphere, real form used in graphics • Polynomials in R3 • Full basis through O has O2 coeffs • Projection/Evaluation/Rotation are fairly straightforward • Small number of bands implies “low frequency” lighting

  46. Spherical Harmonics

  47. Spherical Harmonics n=2 n=3 n=5 n=26 original

  48. Spherical Harmonics • Rotation invariance • No temporal “wobbling” of projection • Low frequency is also strength • Reduces necessary surface sampling rate • Addresses lighting that is most difficult with traditional techniques • Global support is a limitation

  49. PRT Demo

  50. PRT Limitations/Extensions • Rigid objects • “Local, Deformable Precomputed Radiance Transfer”, Siggraph 2005 • Raw form unwieldy • 6th order would require 108 coefficients/vertex • Siggraph 2003 paper compresses both data and computation, small number (4-12) coefficiens/vertex, much simpler shaders • This is what makes it work in games…

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