Photorealistic Animation Rendering with Energy Redistribution YuChi Lai
Photorealistic Animation Rendering with Energy Redistribution Yu-Chi Lai 賴祐吉 University of Wisconsin - Madison Yu-Chi Lai
Agenda • Introduction • Physically-based rendering methods • Population Monte Carlo energy redistribution • Future works Yu-Chi Lai
Goal and Applications • Goal: generate realistic animations • Applications – Movie – Interactive entertainments • Computer games • Virtual reality walk-throughs – Light Engineering – Etc. From Day After Tomorrow Yu-Chi Lai
Applications Animation: Kristensen et al. Grand Theft Auto 4 IGNEntertainment Yu-Chi Lai
Modeling and Simulating Appearance Yu-Chi Lai
Agenda • Introduction • Background • Population Monte Carlo energy redistribution • Future works Yu-Chi Lai
Rendering Equation • Reflection Equation Light reflected Sum BRDF Incoming light incoming light reflected at the point • Energy Balance Equation • Difficulty: Lr appear in both sides of equation => Fredholm equation of the second type Yu-Chi Lai
Physically-based Rendering • Render images according to physical principles – Radiosity: finite element – Ray-tracing: based on Monte Carlo integrations • Unbiased: path tracing, bidirectional path tracing, metropolis light transport, energy redistribution path tracing and so on. • Biased: irradiance caching, photon mapping, and so on. From Jenson et al. Yu-Chi Lai
Path Integral for General Integration • Measurement equation: • Path Integral: – : a path – Ω: path space – : area product measurement – : contribution of a path • Difficulty: high dimensions, computation grow exponentially when using deterministic integrations Yu-Chi Lai
Monte Carlo Algorithms • We can estimate the integral by generating a set of samples: • Different ways to generate samples: path tracing, light tracing, bidirectional, … Yu-Chi Lai
Issues with MC methods • Computationally expensive • Variance reduced slowly with number of samples • Reuse path samples From PBRT Book Yu-Chi Lai
Frame-by-Frame Photorealistic Animation Rendering • Takes a long time to generate – Several hours per frame is industry standard • Temporal noise – Flickering – Shimmering From Max-Planck Institute, German Yu-Chi Lai
Physically-based Animation Rendering • Right now the research is mainly from German’s MPI, USA’s UCSD, Standford, and Cornell. • Parallel independently rendering => temporal coherence – Use multiple processors to do independent ray tracing [Warld’ 01] – Coherently trace rays: Kdtree, Grids, and bounding volume hierarchy (BVH) [Wald’ 01 b, Wald’ 07 a] – Efficient update schemes of acceleration structure [Popov’ 06, Lauterbach’ 06, Yoon’ 07] – Implement global illumination in GPU architecture including radiosity, photonmapping, ray tracing, …[Purrel’ 02, Purell’ 03] • Copy the samples across the frames => validity – Irradiance Reuse. [Martin’ 99, Tawara’ 02, Tawara’ 04, Smyk’ 05] – Photon shooting (next slide) Yu-Chi Lai
Photon Shooting • Photon shooting algorithm [Myszkowski’ 01, Dmitriev’ 02, Weber’ 04] • Instant Radiosity [Keller’ 97, Wald 0’ 2 a, Laine’ 07] • Light cut algorithm: [Walter’ 05, Hansan’ 07, Hansan’ 08] – Create a set of point light sources in the entire animation – Cluster the light sources into a tree according to the perceptual metrics in temporal and spatial domain Animation by Hansan et al Yu-Chi Lai
Reuse Path Samples • Camera is allowed to move [Briere’ 96, Murakami’ 89, Jevans’ 92, Sequin’ 89, Bala’ 99, Fernandez’ 00, Havran’ 03, Mendez’ 06] • Light source is allowed to move or change properties: [Sbert’ 04 a, Sbert’ 04 b , Sbert’ 04 C, Ghosh’ 06] Animation by Havran et al Animation by Ghosh et al Yu-Chi Lai
Grand Challenge • Efficiently render entire animation – – Do parallel computation in multi-processors or GPU. Do coherent ray tracing. Efficiently update the acceleration structure. Reuse samples from previous computation • Reduce the temporal artifacts – Explore the temporal coherence among paths – Reuse the computation results. • Perceptual evaluation of the rendering results. – Evaluate the strength of each algorithm. – Allow us to distribute computation to perceptual important features. Yu-Chi Lai
Agenda • Introduction • Background • Population Monte Carlo energy redistribution • Future works Yu-Chi Lai
Challenges • How to adjust the sampling parameter according to path or scene properties? • How to concentrate more computation on paths that are important without introducing bias? • How to reuse paths temporally? • How to handle the huge computation for animation rendering? Yu-Chi Lai
Markov Chain Monte Carlo • Write the integrand as: – – – : the sensor measurement for pixel j of frame k : represents all other factors : represents the radiant energy passing through the image sweep – Create the distribution of paths in animation proportional to the contribution Yu-Chi Lai
Metropolis and Energy Redistribution Path Tracing • Generate a sequence of paths: where path is generated according to Yu-Chi Lai
Overview of Population Monte Carlo Energy Redistribution Animation Rendering System Yu-Chi Lai
PMC-ER in Each Frame Process Yu-Chi Lai
Detail • Preprocess: collect the information for the following computation • Energy redistribution: distribute the energy to similar paths by using spatial and temporal perturbations. • Resampling: – Eliminate paths from the population. – Generate replaced paths to determine the area of exploration. – Adjust the rendering parameters Yu-Chi Lai
Adjust Sampling Parameters (EGSR 07) • Different regions have different details • We would like to adjust sampling parameters accordingly Low detailed regions: large distribution radius High detailed regions: smaller distribution radius Yu-Chi Lai
Population Monte Carlo Algorithm To estimate integral At t iterations, a PMC estimator of the integral is given by Yu-Chi Lai
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Kernel Function and Adaptation • Kernel Function • Adapt values: to choose proper perturbation radius – Initialize them to constant values when a path is generated – After each successful perturbation, the acceptability is labeled with the perturbation radius, and the path, i – By using Yu-Chi Lai
Adaptation Results • Color represents perturbation radius – Red: 5, Green: 10, Blue: 50 Yu-Chi Lai
Cornell Box PMC-ER ERPT Yu-Chi Lai
Room Scene PMC-ER ERPT Yu-Chi Lai
Concentrate More Computation on Certain areas (ISVC) • Stratified exploration of the image plane – The importance of regions on the image are not perceptually the same. – Some types of paths are visually more important and harder to find. PMC-ER 4 SPPs PMC-ER 8 SPPs Yu-Chi Lai
Regeneration (I) • Perceptually distributed pixel positions according to which is the radiance sample variance in each pixel • Weighting Yu-Chi Lai
Regeneration (II) • Use light tracing to generate a valid light paths • Link each surface vertex to the camera to form a set of valid paths • Evaluate whether it is a caustics path • Weighting Yu-Chi Lai
Results 4 SPPs+Reg 4 SPPs 8 SPPs Yu-Chi Lai
Results 6 SPPs+Reg 6 SPPs 12 SPPs 18 SPPs Yu-Chi Lai
Problem in Frame-by-Frame Rendering • Each frame takes long time. – Parallel rendering with condor system • Temporal artifacts: temporal perturbation Yu-Chi Lai
Temporal Perturbation • Update the position of diffuse vertices • Reconstruct the specular sub-path • Check the validity of the path Yu-Chi Lai
Cornell Box Frame-By-Frame With Temporal Perturbation Yu-Chi Lai
Chess Body Frame-By-Frame With Temporal Perturbation Yu-Chi Lai
Room Scene Frame-By-Frame With Temporal Perturbation Yu-Chi Lai
Chess Board Frame-By-Frame With Temporal Perturbation Yu-Chi Lai
Basement Frame-By-Frame With Temporal Perturbation Yu-Chi Lai
Contributions • A new rendering algorithm based on PMC framework • • – Correlatedly explore important paths – Automatically adjust energy redistribution area according to the information collected in previous iterations – Elimination-regeneration to achieve ergocity and adjust the exploring area according to paths’ remaining energy New lens perturbation method – Increase the caustics perturbation success rate – Ease the control of caustics perturbation on the image plane New regeneration methods – Concentrate the computation on perceptual important regions – Concentrate the computation on perceptual important types of paths. Temporal perturbation method: exploration the temporal coherence among paths A algorithm allows us to render a scene in parallel Yu-Chi Lai
Limitations • Human observation is the evaluation tool for animation quality. • Dark regions are hard to get the chance to be explored and thus are relatively noisy. Although it is hard to notice in single image, this becomes an issues because human perception is very sensitive to this kind of temporal inconsistency. • Temporal perturbations in each condor process will create a large set of temporal files for related frames. Transferring and updating data in condor daemon process involves a large number of disk IOs. • Our variance-sample distribution criterion is based on variance of sample radiances but this did not represent the result after energy redistribution. • We separate perturbations into two types, temporal and spatial perturbations, and this makes control harder and the initial probing samples for each perturbation is relative low. • Limit the light to area light sources and the efficiency goes down when the number of lights goes up Yu-Chi Lai
Agenda • Introduction • Background • Population Monte Carlo Energy Redistribution • Future Works Yu-Chi Lai
Future Works • Animation quality evaluation algorithms – Current available perceptual animation quality evaluation algorithm is for video compression. – Adjust the quality perceptual evaluation algorithm for Monte Carlo algorithms • Construct a temporal filter based on result of the temporal perturbations: – The result of temporal perturbation can create the relations among pixels in different frames, if we can use this relation information to create a temporal filter accordingly, we should be able to reduce the temporal artifact and iterations to generate a smooth result • Develop an perturbation which perturb in spatial domain randomly but perturb in a fixed regions in temporal domain deterministically Yu-Chi Lai
Future Works • Apply Population Monte Carlo with path tracing into animation rendering using environment map lighting. – A path has the form of L(D|S)C. – For each path of current frame, temporally trace the path with a proper temporal perturbation algorithm to enhance the temporal coherence among frames. • Spread the photon collection positions in photon splatting with Metropolis: – Generate a set of collection positions – Use temporal perturbation to correlatedly generate new photon collection positions from the previous frame. • Use the light cut or light clusters algorithm to solve the many light problem. Yu-Chi Lai
Future Research • Explore the parallel ability in GPU – Energy redistribution path tracing are naturally parallel. => transform the ERPT algorithms onto GPU – Explore the research possibility in environment map lighting and shadow generation. • Construction and application of flock tiles: – If we can find a common set of temporal and spatial boundary conditions for setting up a tile. – We can use the constraint simulation to simulate the inner agents’ motion according to flock rules – The animation tiles can be used to construct a seamless animation such as a large crowd in a city, a school of fishes, a flock of birds or the traffics in a city. Yu-Chi Lai
Publications • Computer Science – – Yu-Chi Lai, Steven Chenney, Shaohua Fan “Group Motion Graphs”, Eurographics/SIGGRAPH Symposium on Computer Animation 2005, pp. 281– 290. Yu-Chi Lai, Shaohua Fan, Stephen Chenney, and Charles Dyer, “Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution”, Eurographics Symposium on Rendering, 2007, pp. 287 -296. Yu-Chi Lai, Feng Liu, Li Zhang, and Charles Dyer, “Efficient Schemes for Monte Carlo Markov Chain Algorithms in Global Illumination”, Proc. 4 th International Symposium on Visual Computing, 2008. Yu-Chi Lai, Feng Liu, and Charles Dyer, “Physically-based Animation Rendering with Markov Chain Monte Carlo”, (submit to Eurographics Symposium on Rendering 2009) Yu-Chi Lai
Publications • Computer Science (Others) – – – Shaohua Fan, Stephen Chenney and Yu-Chi Lai “Metropolis Photon Sampling With Optical User Guidance”, Eurographics Symposium on Rendering, 2005, pp. 127 -138 Yu-Chi Lai, Stephen Chenney, Shaohua Fan, “Data-Driven Group Animation”, Technical Report, Department of Computer Sciences, University of Wisconsin. Madison, 2005 Yu-Chi Lai, Shaohua Fan, and Charles Dyer, “Population Monte Carlo Path Tracing”, Technical Report, Department of Computer Sciences, University of Wisconsin-Madison, 2006 Shaohua Fan, Stephen Chenney, Bo Hu, Kam-Wah Tsui and Yu-Chi Lai, “Optimum Control Variate”, Computer Graphics Forum, Vol. 25, No. 3, pp. 351358, 2006. Yu-Chi Lai, Shaohua Fan, Feng Liu, Brandom Smith, Stephen Chenney, Li Zhang and Charles Dyer, “Population Monte Carlo Sampler for Rendering”, Technical Report, Department of Computer Sciences, University of Wisconsin-Madison, 2009 Yu-Chi Lai
Publications • Electrical and Computer Engineering – – – Lai, Y-C, D. Haemmerich, et al (2003). “Lesion Size estimator at different common locations with different tip temperature during cardiac radio-frequency ablation”, IEEE Transactions on Biomedical Engineering. Lai, Y-C et al (2009). “Guidelines for predicting lesion size at different common locations with different temperature during in vitro radio-frequency ablation”, (Prepare) Lai, Y-C et al (2009). “The effects of insertion depth and meat dimension on the lesion formation during cardiac radio-frequency ablation”, (Prepare) Yu-Chi Lai
Publications • Chapters in books – “Biomedical Electrode”: John Webster ed. , Ch 8 Electrocardiogram – “Introduction to biometric identification”, Willians Tompkin ed. , Ch 12 Biometric standards, testing, and evaluation – “Tissue ablation: devices and procedures”, John G. Webster ed. , Ch. 28. Lesion size estimator Yu-Chi Lai
Work & Research Experience – Research associate, Department of Electrical Engineering, National Cheng-Kong (1998 – 2000) • Lead a group to write a program of satellite orbit simulation, and also participating in coding the drivers for CD-ROM and DVD, and GPS’s map display system. – Research Assistant, Department of Electrical and Computer Engineering, UW-Madison (2001 – 2004) – Research Assistant, Department of Computer Science, UW-Madison (2005 -2006) – Summer Internship, Raven Software (2007 summer) – Teaching Experience (1994 to 1996 in National Taiwan University, 2003 – 2008 in UW-Madision) Yu-Chi Lai
Thank You Question? More Details: www. cs. wisc. edu/~yu-chi Yu-Chi Lai
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Reference • [Dayal’ 05]: Dayal, A. ; Woolley, C. ; Watson, B. & Luebke, D. : Adaptive frameless rendering, SIGGRAPH '05: ACM SIGGRAPH 2005 Courses, ACM, 2005, 24 • [Herzog’ 08]: Herzog, R. ; Kinuwaki, S. ; Myszkowski, K. & Seidel, H. P. , Render 2 MPEG: A Perception-based Framework Towards Integrating Rendering and Video Compression, Computer Graphics Forum, 2008, 27, 183 -192 • [Purcell’ 03]: Timothy J. Purcell, Craig Donner, Mike Cammarano, Henrik Wann Jensen, and Pat Hanrahan: Photon Mapping on Programmable Graphics Hardware, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, pp. 41 -50, 2003. • [Purcell’ 02]: Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan. : Ray tracing on programmable graphics hardware. , ACM Transactions on Graphics, 21(3): 703. 712, July 2002. ISSN 0730 -0301 Yu-Chi Lai
Spatial Perturbation • Perturbed the pixel position and reconstruct the lens edge • Reconstruct the specular sub -paths • Connect to the rest of paths. Yu-Chi Lai
Temporal Perturbation • Update the position of diffuse vertices • Reconstruct the specular sub -path • Check the validity of the path Yu-Chi Lai
Photon Mapping • Two pass: light and eye pass – Light pass shoots out photons to create photon maps – Eye pass collects the radiance by splitting • Ldirect: CS*L ( direct lighting algorithms) • Lcaustics: CS*D+S*L (caustics map) • Lindirect: all others involve more than one diffuse surfaces (global map or final gathering) • Can generate good results but introduce bias and final gathering is still very time consuming Yu-Chi Lai
Physically-based Animation Rendering • Photon shooting algorithms – Photon shooting – Instant radiosity – Light cut • Path reusing algorithms • GPU-based algorithms – Two phase pre-computation rendering: separate the rendering into two phases: preprocess computation (CPU) and real-time rendering (GPU) such as environment map prefiltering, precomputed radiance transfer, relighting, … – Hybrid methods: separate the algorithm into two parts: one is computed by CPU and the other is by GPU to take advantage of both such as instant radiosity, photon splatting, and its extensions. Yu-Chi Lai
Grand Challenge • Efficiently render entire animation – – Do parallel computation in multi-processors or GPU. Do coherent ray tracing. Efficiently update the acceleration structure. Reuse samples from previous computation • Reduce the temporal artifacts – Exploration the temporal coherence among paths – Reuse the computation results. • Perceptual evaluation of the rendering results. – Evaluate the strength of each algorithm. – Allow us to distribute computation to perceptual important features. • Challenge in two phase pre-computation methods – – Efficiently generate accurate data Efficiently store and retrieve the data Handle the movement and change of objects and scenes Can we compute the data on fly? Yu-Chi Lai
Hybrid Algorithms • Based on instant radiosity[Laine’ 07]: – Create a set of virtual lights and then create a set of shadow maps – Use the depth in the shadow map to determine the visibility of rendering points • Based on photon splatting [Gautron’ 05] – Cpu generate a set of photon maps and then translate the gpu – GPU trace the collection and use the photon maps to deposit energy on each collection position • Simplify the global illumination Animation: Laine et al. Yu-Chi Lai
Physically-based Animation Rendering • Right now the research is mainly from German’s MPI, USA’s UCSD, Standford, and Cornell. • Image-based + global illumination => hard for dynamic scene [Nimeroff’ 96, Myszkowski’ 99] • Radiosity methods => simple objects and material – Progressive algorithms [Chen’ 90, George’ 90, Muller’ 95] – Hierarchical algorithms[Forsyth’ 94, Shaw’ 97, Drettakis’ 97, Martin’ 99, Damez’ 99 ] • Decouple render and display => not really solve global illumination problem [Walter’ 99, walter’ 02, Larson’ 98, Ward’ 99, Stamminger’ 00, Simmons’ 00, Tole’ 02] Yu-Chi Lai
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