Rendering with Environment Maps Jaroslav Kivnek KSVI MFF

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Rendering with Environment Maps Jaroslav Křivánek, KSVI, MFF UK Jaroslav. Krivanek@mff. cuni. cz

Rendering with Environment Maps Jaroslav Křivánek, KSVI, MFF UK Jaroslav. Krivanek@mff. cuni. cz

Acknowledgement n Mostly based on Ravi Ramamoorthi’s slides available from http: //inst. eecs. berkeley.

Acknowledgement n Mostly based on Ravi Ramamoorthi’s slides available from http: //inst. eecs. berkeley. edu/~cs 283/fa 10

Goal n n n Real-time rendering with complex lighting, shadows, and possibly GI Infeasible

Goal n n n Real-time rendering with complex lighting, shadows, and possibly GI Infeasible – too much computation for too small a time budget Approaches q Lift some requirements, do specific-purpose tricks n n q Environment mapping, irradiance environment maps SH-based lighting Split the effort n n Offline pre-computation + real-time image synthesis “Pre-computed radiance transfer”

Environment mapping (a. k. a. imagebased lighting) Miller and Hoffman, 1984 Later, Greene 86,

Environment mapping (a. k. a. imagebased lighting) Miller and Hoffman, 1984 Later, Greene 86, Cabral et al, Debevec 97, …

Assumptions n n Distant illumination No shadowing, interreflection

Assumptions n n Distant illumination No shadowing, interreflection

Image-based lighting • Illuminating CG objects using measurements of real light (=light probes) Light

Image-based lighting • Illuminating CG objects using measurements of real light (=light probes) Light Eucaliptus grove Grace cathedral Object Uffizi gallery © Paul Debevec 6

Point Light Source Point lighting © Paul Debevec 7

Point Light Source Point lighting © Paul Debevec 7

Image-based lighting © Paul Debevec 8

Image-based lighting © Paul Debevec 8

Image-based lighting © Paul Debevec 9

Image-based lighting © Paul Debevec 9

Image-based lighting © Paul Debevec 10

Image-based lighting © Paul Debevec 10

Image-based lighting © Paul Debevec 11

Image-based lighting © Paul Debevec 11

 • Video – Rendering with natural light – Fiat Lux 12

• Video – Rendering with natural light – Fiat Lux 12

MIS 300 + 300 samples EM IS 600 samples BRDF IS 600 samples Sampling

MIS 300 + 300 samples EM IS 600 samples BRDF IS 600 samples Sampling strategies Diffuse only Ward BRDF, a=0. 2 Ward BRDF, a=0. 05 Ward BRDF, a=0. 01

Real-time rendering n Mirror surfaces easy (just a texture look-up) n What if the

Real-time rendering n Mirror surfaces easy (just a texture look-up) n What if the surface is rougher… n Or completely diffuse?

Reflection Maps n Phong model for rough surfaces q n Illumination function of reflection

Reflection Maps n Phong model for rough surfaces q n Illumination function of reflection direction R Lambertian diffuse surface q Illumination function of surface normal N Matte Sphere n Chrome Sphere Reflection Maps [Miller and Hoffman, 1984] q Irradiance (indexed by N) and Phong (indexed by R)

Reflection Maps n Can’t do dynamic lighting q Slow blurring in pre-process

Reflection Maps n Can’t do dynamic lighting q Slow blurring in pre-process

SH-based Irradiance Env. Maps R Incident Radiance (Illumination Environment Map) N Irradiance Environment Map

SH-based Irradiance Env. Maps R Incident Radiance (Illumination Environment Map) N Irradiance Environment Map

Analytic Irradiance Formula Lambertian surface acts like low-pass filter 0 0 1 2 Ramamoorthi

Analytic Irradiance Formula Lambertian surface acts like low-pass filter 0 0 1 2 Ramamoorthi and Hanrahan 01 Basri and Jacobs 01

9 Parameter Approximation Order 0 1 term Exact image RMS error = 25 %

9 Parameter Approximation Order 0 1 term Exact image RMS error = 25 % 0 1 2 -2 -1 0 1 2

9 Parameter Approximation Order 1 4 terms Exact image RMS Error = 8% 0

9 Parameter Approximation Order 1 4 terms Exact image RMS Error = 8% 0 1 2 -2 -1 0 1 2

9 Parameter Approximation Order 2 9 terms Exact image RMS Error = 1% For

9 Parameter Approximation Order 2 9 terms Exact image RMS Error = 1% For any illumination, average error < 3% [Basri Jacobs 01] 0 1 2 -2 -1 0 1 2

Real-Time Rendering n Simple procedural rendering method (no textures) q q n Requires only

Real-Time Rendering n Simple procedural rendering method (no textures) q q n Requires only matrix-vector multiply and dot-product In software or NVIDIA vertex programming hardware Widely used in Games (AMPED for Microsoft Xbox), Movies (Pixar, Framestore CFC, …)

SH-based Irradiance Env. Maps Images courtesy Ravi Ramamoorthi & Pat Hanrahan

SH-based Irradiance Env. Maps Images courtesy Ravi Ramamoorthi & Pat Hanrahan

n Video – Ramamoorthi & Hanrahan 2001

n Video – Ramamoorthi & Hanrahan 2001

SH-based Arbitrary BRDF Shading 1 n [Kautz et al. 2003] Arbitrary, dynamic env. map

SH-based Arbitrary BRDF Shading 1 n [Kautz et al. 2003] Arbitrary, dynamic env. map Arbitrary BRDF No shadows n SH representation n q q Environment map (one set of coefficients) Scene BRDFs (one coefficient vector for each discretized view direction)

SH-based Arbitrary BRDF Shading 2 n BRDF Representation q q BRDF coefficient vector for

SH-based Arbitrary BRDF Shading 2 n BRDF Representation q q BRDF coefficient vector for a given wo, looked up from a texture (use e. g. paraboloid mapping to map wo to a texture coordinate) BRDF coefficients precomputed for all scene BRDFs (SH projection)

SH-based Arbitrary BRDF Shading 3 n Rendering: for each vertex / pixel, do (

SH-based Arbitrary BRDF Shading 3 n Rendering: for each vertex / pixel, do ( Environment map BRDF = coeff. dot product )

SH-based Arbitrary BRDF Shading 4 n BRDF is in local frame Environment map in

SH-based Arbitrary BRDF Shading 4 n BRDF is in local frame Environment map in global frame Need coordinate frame alignment -> SH rotation n SH closed under rotation n n q q rotation matrix Fastest known procedure is the zxzxz-decomposition [Kautz et al. 2003]

SH-based Arbitrary BRDF Shading 5

SH-based Arbitrary BRDF Shading 5

n Video: Kautz 2003

n Video: Kautz 2003

Environment Map Summary n n n Very popular for interactive rendering Extensions handle complex

Environment Map Summary n n n Very popular for interactive rendering Extensions handle complex materials Shadows with precomputed transfer But cannot directly combine with shadow maps Limited to distant lighting assumption