An Approximate Global Illumination System for Computer ...
An Approximate Global Illumination System for Computer Generated Films presented by: Yu-Jen Chen The main idea of this paper Lighting models used in the production of CG fe ature animation have to be flexible, easy to con trol, and efficient to compute.
Global illumination techniques do not lend these. Approximate global illumination system - indirect illumination (only one bounce) - micro-polygon based scan line renderer - modified irradiance gradient caching technique => enhance caching coherence - approximate lighting model Outline
Introduction Previous Work System Overview Approximations and Optimizations
Introduction(1/5) Very little animation work utilizes global illumination effects in its visuals. Generally, simpler direct lighting models are used to render very complex and highly detailed scenes. => important light interactions between the elements of a scene are missing.
Introduction(2/5) direct and indirect lighting direct lighting only Introduction(3/5) Programmable shaders - implement custo
mized lighting and shading models. Extend to offer global illumination. Introduction(4/5) To use global illumination in CG animation image making process, the render times have to be minimized, and tools must be provided to enable flexible art direction with a very short feedback loop.
Developed an indirect illumination tool - workflow efficiency - controllability Introduction(5/5) Only consider a coarse geometric tessellation of the geometry during ray tracing. Radiant exitance texture maps are used to accel erate final gathering and to help reduce the noi
se of final renders. Using irradiance caching and enhance its efficie ncy and applicability to non-diffuse surfaces, by using it in conjunction with an approximate light ing model. Previous Work(1/5) [1986 Kajiya] Monte Carlo path tracing was fi rst used by Kajiya to slove the rendering equatio
n. Although very general and simple to implement, this technique is very slow. [1994 Dutre and Willems] light tracing => th e number of possible paths is also very large tow ards the camera. (high variance) [1994 Veach and Guibas] Bidirectional path tracing combines paths from the camera and fro m the light, statistically weighting each paired pa
th contribution to the final image. Previous Work(2/5) [1996 Lafortune] Variance reduction techniqu es (Bias), improve rendering performance. [1997 Veach and Guibas] Metropolis light tr ansport, which applies mutations to previously e xplored paths. [1996 Pharr and Hanrahan] Geometry-cachi
ng framework that allows a ray tracing engine t o handle scenes that do not fit entirely in the co mputers memory. Previous Work(3/5) [1997 Pharr] Further enhance this techn ique by reordering the operations of the rendering algorithm, so as to maximize ca ching coherence.
- orthogonal research directions have explored cachi ng strategies to avoid recomputing similar quantities t hat can be extrapolated without significantly affecti ng the final image. Previous Work(4/5) [1996, 2002 Jensen] Photon mapping, the photon map acts as a cache of all the
light paths throughout the scene, and using it appropriately significantly improves performance over previous algorithms. Previous Work(5/5) [1992 Ward and Heckbert] take advant age of spatial coherence, as well as the ch aracteristic of the irradiance function over i
deally diffuse surfaces, to apply sparse s ampling of the indirect illumination through out the scene. (irradiance caching) Complex BRDFs => does not apply well a nd loses its benefit System Overview Only the irradiance cache is used to derive indirect illumination.
Approximations and Optimizations Much of the research in the field of global illumin ation has been focused on efficiently solving t he rendering equation. When mostly complex light paths contribute to t he final image or when simulating indirect light c ast by surfaces with complex BRDFs, the efficie
ncy of simple algorithms degrades rapidly, eve n sophisticated algorithms do, too. - Path Length Only indirect light paths containing a single bounce are simulated, by using a non-recursive light gathering algorithm. - Surface Properties
Treating only diffuse surface. Caustics and glossy reflections are exceptions to this rule, which we leave for more specific algorithms to solve efficiency. Ray Tracing Simplified Geometry(1/4) Ray tracing coarsely tessellated geometry. Traditional biasing techniques that ignore
intersections near the ray origin cannot be applied here, since they would create significant light or shadow leak problems. (only one bounce) Ray Tracing Simplified Geometry(2/4) Ray offsetting algorithm Geometric micro-displacement
To ray trace simplified geometry, we adjust the ray origin. Ray Tracing Simplified Geometry(3/4) Since we are ray tracing approximate geo metry, diffuse self-interreflections cast b y geometric micro-displacements might no t be captured accurately. This is often visually of small importance.
Ray Tracing Simplified Geometry(4/4) Radiosity maps(1/2) Texture maps offer a constant time quer y. During a pre-processing state, we comput e and store radiance values for each texel. Since we simulate a single bounce of indir ect light, our radiosity maps contain only di
rect illumination contributions. Radiosity maps(2/2) Inverting the texture coordinates of the fou r corners of the four corners of the texel an d obtain a corresponding quadrilateral on t he surface. No perceptible noise.
Irradiance Caching Coherence(1/5) Every irradiance sample is saved in a cache along with corresponding geometric information and irradiance gradient vectors. This information is used to smoothly extrapolate irradiance values for neighboring positions.
Irradiance Caching Coherence(2/5) To enhance caching coherence for scenes containing high geometric detail and complex surface properties. To compute the error of using a sample i at any position x, we use the following function instead: Irradiance Caching Coherence(3/5)
K: accuracy, set to 1 in most cases. +: hard-coded to 10 degrees. Ri: closest distance to the intersected surfaces during the evaluation of the irradiance sample i.
R+: 10 times the square root of the projected pixel area. R-: 1.5 times the square root of the projected pixel area. Irradiance Caching Coherence(4/5) To avoid sampling the irradiance, we loop over candidate cached samples with positive weight and compute the weighted average of their extrapolated contribution. To avoid sampling patterns that are too spars or
too dense. The error function presented above avoids oversampling the irradiance in corner areas. Irradiance Caching Coherence(5/5) irradiance sampling frequency using the original error function
Approximate Lighting Model(1/5) Enable the irradiance caching coherence, while perserving some of the properties of complex B RDFs. By converting the irradiance to corresponding a pproximate incoming field radiance. => choose a dominant incoming light directio n
Approximate Lighting Model(2/5) We compute the radiance as follows: Where E(x,n) is the extrapolated irradianc e at position x. Approximate Lighting
Model(3/5) We derive a dominant incoming light direction wi ' using the weighted average of the ray directions used in sampling the hemisphere. Approximate Lighting Model(4/5) We choose three dominant incoming light directions inste ad.
Li Li is computed using equation (6) and using equation (7).
w' Approximate Lighting Model(5/5) (c) closeup of a complex BRDF (d) irradiance sampling frequency
Tool Description The rendering workflow is presented as well as a description of the many controls available to the user. Shader Integration Light shader and surface shader can be wr itten independently. Light shader: provide incoming light directi
ons and colors. Some rendering systems require the surfa ce shader to explicitly invoke indirect ligh ting samples. Workflow Getting quick visual feedback which speeds up interactive lighting turnaround. Each new frame will compute light
gathering only in regions of the image that have not been covered in previous frames. Art Direction Even though a physically based algorithm is used to compute indirect illumination, its result might differ from the artists aesthetic goal.
The user can control which objects in the scene will receive indirect illumination and define the list of all the geometries that need to be ray-traced when gathering light. Results(1/3) This tool was used extensively by artists d uring the production of the computer anim ated feature film Shrek 2.
Results(2/3) using a single bounce of indirect light using multiple bounces of indirect light Result(3/3)
Only a rough tessellation of the character skin is ray traced.
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