RealTime Relighting Digital Image Synthesis YungYu Chuang 1102008
- Slides: 67
Real-Time Relighting Digital Image Synthesis Yung-Yu Chuang 1/10/2008 with slides by Ravi Ramamoorthi, Robin Green and Milos Hasan
Realistic rendering • We have talked about photorealistic rendering for complex materials, complex geometry and complex lighting. They are realistic but slow.
Real-time rendering • Its goal is to achieve interactive rendering with reasonable quality. It’s important in many applications such as games, visualization, computer-aided design, …
Real-Time relighting • Lighting is the process of adjusting lights. It is an important but time-consuming step in animation production pipeline. • Relighting algorithms for two kinds of lights – Distant environment lights – Near-field lights for production
Relighting algorithms for distant environment lights
Natural illumination People perceive materials more easily under natural illumination than simplified illumination. Images courtesy Ron Dror and Ted Adelson
Natural illumination Rendering with natural illumination is more expensive compared to using simplified illumination directional source natural illumination
Reflection maps Blinn and Newell, 1976
Environment maps Miller and Hoffman, 1984
HDR lighting
Examples of complex environment light
Examples of complex environment light
Direct lighting with complex illumination p q
Function approximation • G(x): the function to approximate • B 1(x), B 2(x), … Bn(x): basis functions • We want • Storing a finite number of coefficients ci gives an approximation of G(x)
Function approximation • How to find coefficients ci? – Minimize an error measure • What error measure? – L 2 error • Coefficients
Function approximation • Basis Functions are pieces of signal that can be used to produce approximations to a function
Function approximation • We can then use these coefficients to reconstruct an approximation to the original signal
Function approximation • We can then use these coefficients to reconstruct an approximation to the original signal
Orthogonal basis functions • Orthogonal Basis Functions – These are families of functions with special properties – Intuitively, it’s like functions don’t overlap each other’s footprint • A bit like the way a Fourier transform breaks a functions into component sine waves
Integral of product
Basis functions • Transform data to a space in which we can capture the essence of the data better • Spherical harmonics, similar to Fourier transform in spherical domain, is used in PRT.
Real spherical harmonics • A system of signed, orthogonal functions over the sphere • Represented in spherical coordinates by the function where l is the band m is the index within the band
Real spherical harmonics
Reading SH diagrams This direction – Not this direction +
Reading SH diagrams This direction – Not this direction +
The SH functions
The SH functions
Spherical harmonics
Spherical harmonics m 0 l 1 2 -2 -1 0 1 2
SH projection • First we define a strict order for SH functions • Project a spherical function into a vector of SH coefficients
SH reconstruction • To reconstruct the approximation to a function • We truncate the infinite series of SH functions to give a low frequency approximation
Examples of reconstruction
An example • Take a function comprised of two area light sources – SH project them into 4 bands = 16 coefficients
Low frequency light source • We reconstruct the signal – Using only these coefficients to find a low frequency approximation to the original light source
Harr wavelets • Scaling functions (Vj) • Wavelet functions (Wj) • The set of scaling functions and wavelet functions forms an orthogonal basis
Harr wavelets
Example for wavelet transform • Delta functions, f=(9, 7, 3, 5) in V 2
Wavelet transform • V 1, W 1
Example for wavelet transform • V 0, W 0 , W 1
Example for wavelet transform
Quadratic B–spline scaling and wavelets
2 D Harr wavelets
Example for 2 D Harr wavelets
Applications 19% 5% L 2 3% 10% L 2 1% 15% L 2
Relighting algorithms for animation production
Relighting for production • Lighting is a time-consuming process. • Artists adjust lighting parameters and wait for a couple of hours or days to get feedback. • Local shading with complex scene and many lights • Interactive relighting – – Interative visual eedback Fixed scene and camera Lower quality Scalable with sene complexity and number of lights
Deep framebuffer • Gershbein and Hanrahan, SIGGRAPH 2000
Deep framebuffer
Deep framebuffer
LPICS • Pixar, SIGGRPH 2005. A practical realization for the deep framebuffer approach on GPUs LPICS 0. 1 s Final renderer 2, 000 s video
Lightspeed • ILM, SIGGRAPH 2007 • An even more practical system with automatic shader conversion. (2. 7 s v. s. 57 m)
Direct-to-indirect transfer • Hasan et. al. SIGGRAPH 2006 • Deep framebuffer approaches only support local shading, but not indirect lighting With indirect lighting
Concept • Distribute gather samples on scene surfaces
Concept • Direct illumination on both gather samples and view samples
Concept • Inter-reflections between gather samples
Concept • Final gather on view samples
Inter-reflections between gather samples gather sample
Inter-reflections between gather samples • Assume all gather samples are diffuse
Inter-reflections between gather samples
Inter-reflections between gather samples
Final gathering
Concept Direct on view Transfer matrix Final Direct on gather Indirect on view
Scene: Still Life Precomputation: 1. 6 hours 11. 4 – 18. 7 fps Polygon: 107 k
Scene: Temple Precomputation: 2. 5 hours 8. 5 – 25. 8 fps Polygon: 2 M
Scene: Hair Ball Precomputation: 2. 9 hours 9. 7 – 24. 7 fps Polygon: 320 k
Scene: Sponza Atrium Precomputation: 1. 5 hours 13. 7 – 24. 9 fps Polygon: 66 k
Comparison DTI: 8 -25 fps (2. 5 hr precomputation) Monte Carlo path tracer: 32 hours
- Translate
- Optimum notch filter in image processing
- Spatial and temporal redundancy in digital image processing
- Key stage in digital image processing
- Analog image and digital image
- Image compression model in digital image processing
- Image sharpening in digital image processing
- Image geometry in digital image processing
- The range of values spanned by the gray scale is called
- Walsh transform in digital image processing
- Image geometry in digital image processing
- Noise
- Nielsen and chuang solutions chapter 4
- Chuang qian ming yue guang li bai
- Chi zao fan
- Nielsen chuang
- Zi chuang
- Pierce chuang
- Chuang
- Cathy chuang
- Rosalind chuang
- Chuang pronunciation
- Cache verilog
- Verilog hdl: a guide to digital design and synthesis
- Image quilting for texture synthesis and transfer
- Realtime system
- Realtime aps software
- Firebase push notification android
- Realtime streaming protocol
- Ecurisa
- Real-time interaction management vendors
- Lightning realtime
- Simple online and realtime tracking
- Rendering realtime compositing
- Realtime operating system
- Realtime communications
- Realtime it
- Realtime it
- Realtime it
- Realtime asiaplus
- Cac realtime
- Realtime forex
- Realtime solution
- Rendering realtime compositing
- Realtime big data
- Ad hoc realtime
- Rose realtime
- Ams realtime weather maps central
- Realtime etl
- Cos realtime
- Realtime
- Realtime optimization
- Realtime diagnostics
- Realtime mobile communication
- Realtime iep
- Real-time messaging protocol
- Alyac realtime service
- Frankfurt realtime
- Realtime interaction
- Realtime networks
- Webrtc shim
- Pengertian warga digital
- Digital goods ecommerce
- Digital data digital signals
- Digital data transmission
- E-commerce: digital markets, digital goods
- Digital encoding schemes
- "key international"