accurate translucent material rendering under spherical gaussian lights

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PG 2011 Pacific Graphics 2011 The 19th Pacific Conference on Computer Graphics and Applications (Pacific Graphics 2011) will be held on September 21 to 23, 2011 in Kaohsiung, Taiwan. Accurate Translucent Material Rendering under Spherical Gaussian Lights Ling-Qi Yan 1 , Yahan Zhou 2 , Kun Xu 1 , Rui Wang 2 1 Tsinghua University 2 University of Massachusetts PG 2012 Pacific Graphics 2012

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Pacific Graphics 2012. PG 2012. Accurate Translucent Material Rendering under Spherical Gaussian Lights. Ling-Qi Yan 1 , Yahan Zhou 2 , Kun Xu 1 , Rui Wang 2. 1 Tsinghua University 2 University of Massachusetts. Pacific Graphics 2012. Introduction. Motivation Natural illumination - PowerPoint PPT Presentation

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Page 1: Accurate Translucent Material Rendering under Spherical Gaussian Lights

PG 2011Pacific Graphics 2011

The

19th

Pac

ific

Conf

eren

ce o

n Co

mpu

ter G

raph

ics a

nd A

pplic

ation

s (P

acifi

c Gr

aphi

cs 2

011)

will

be

held

on

Sept

embe

r 21

to 2

3, 2

011

in K

aohs

iung

, Tai

wan

. Accurate Translucent Material Rendering under Spherical Gaussian LightsLing-Qi Yan1, Yahan Zhou2, Kun Xu1, Rui Wang2

1 Tsinghua University2 University of Massachusetts

PG 2012Pacific Graphics 2012

Page 2: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

2 | Kaohsiung, Taiwan

• Motivation• Natural illumination• Accurate rendering

• Goal• Analytic solution

• Challenge• Light integration complexity

Introduction

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Page 3: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

3 | Kaohsiung, Taiwan

• Translucent Material Rendering• BSSRDF representation

• Multiple Scattering & Single Scattering

Background

Accurate Translucent Material Rendering under Spherical Gaussian Lights

BRDF BSSRDF

Pacific Graphics 2012

Page 4: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

4 | Kaohsiung, Taiwan

• Environment Lighting• Natural illumination• Light modeling methods

• Spherical Harmonics

• Wavelets

• SRBFs

Background

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Spherical HarmonicsWaveletsSRBFs

Page 5: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

5 | Kaohsiung, Taiwan

• SRBF (Spherical Radial Basis Function)• Typically Spherical Gaussian (SG)

• Useful Properties• Closed under multiplication

• Has analytic solution under spherical integration

• Widely used in rendering• Environment lighting [Tsai and Shih 2006]• Light Transport [Green 2007]• BRDF [Wang 2009]

Background

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Page 6: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

6 | Kaohsiung, Taiwan

• Motivation• Natural illumination• Accurate rendering

• Goal• Analytic solution

• Challenge• Light integration complexity

Introduction

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Use SG lights!

Page 7: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

7 | Kaohsiung, Taiwan

Related Works

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Jensen et al. 2001 d’Eon et al. 2011

• Translucent Material Rendering

Pacific Graphics 2012

• Limitations:• Vertical scattering path

[d’Eon et al, 2011] ground truth

𝐼𝑛𝑐𝑖𝑒𝑛𝑡 : 45 °

𝐼𝑛𝑐𝑖𝑒𝑛𝑡 : 80 °

Page 8: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

8 | Kaohsiung, Taiwan

• Motivation• Natural illumination• Accurate rendering

• Goal• Analytic solution

• Challenge• Light integration complexity

Introduction

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Use SG lights

Account for oblique scattering path

Page 9: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

9 | Kaohsiung, Taiwan

Related Works

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Jensen et al. 2001 d’Eon et al. 2011

• Translucent Material Rendering

Pacific Graphics 2012

• Limitations:• Vertical scattering path

• Unable to handle area lights

(require sampling)

Page 10: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

10 | Kaohsiung, Taiwan

Related Works

Accurate Translucent Material Rendering under Spherical Gaussian Lights

• Translucent Rendering under Environment Lighting• Wang et al. 2005• Xu et al. 2007• ……

Based on pre-computation!

Pacific Graphics 2012

Page 11: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

11 | Kaohsiung, Taiwan

• Motivation• Natural illumination• Accurate rendering

• Goal• Analytic solution

• Challenge• Light integration complexity

Introduction

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Use SG lights

Account for oblique scattering path

No extra numerical integration or scene-dependent precomputation

Page 12: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

12 | Kaohsiung, Taiwan

• Main Contribution• An extended BSSRDF model• under Spherical Gaussian light• account for oblique scattering path• include multiple and single scattering

Overview

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Page 13: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

13 | Kaohsiung, Taiwan

Approximating Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝐷 (𝑥𝑜 ,𝑜 )=∫Ω𝐺 ( 𝑖; 𝑖 𝑗 ,𝜆 𝑗 )(𝐹∫0

𝑄 (𝑠 ) 𝑅 (𝑑 )𝑑𝑠)𝑑𝑖

• Multiple Scattering

𝑥𝑜

𝐿𝐷 (𝑥𝑜 ,𝑜 )=∫Ω𝐺 ( 𝑖′ ; 𝑖 𝑗 ′ ,𝜆 𝑗 ′ )(𝐹∫0

𝑄 (𝑠 )𝑅 (𝑑 )𝑑𝑠)𝑑𝑖 ′

Pacific Graphics 2012

𝑖 𝑗𝜆 𝑗

𝑖 𝑗 ′𝜆 𝑗 ′

𝑖𝑖𝑖

𝑖𝑖

𝑖 ′𝑖 ′ 𝑖 ′ 𝑖 ′

𝑖 ′

𝑜

𝑠 𝑑𝑥𝑖

Page 14: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

14 | Kaohsiung, Taiwan

Approximating Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝐷 (𝑥𝑜 ,𝑜 )=∫Ω𝐺 ( 𝑖′ ; 𝑖 𝑗 ′ ,𝜆 𝑗 ′ )(𝐹∫0

𝑄 (𝑠 )𝑅 (𝑑 )𝑑𝑠)𝑑𝑖 ′

• Define as a combination of fluence term and flux term [d’Eon et al. 2011]

• Multiple Scattering

Pacific Graphics 2012

Page 15: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

15 | Kaohsiung, Taiwan

Approximating Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝐷 (𝑥𝑜 ,𝑜 )=∫Ω𝐺 ( 𝑖′ ; 𝑖 𝑗 ′ , 𝜆 𝑗 ′ )(𝐹∫0

𝑄 (𝑠 ) (𝐶𝜙 𝜙 (𝑑 )+𝐶𝐸(−𝐷 (𝑛⋅𝛻𝜙 ) (𝑑 )))𝑑𝑠)𝑑𝑖 ′

• Define as a combination of fluence term and flux term [d’Eon et al. 2011]

• Multiple Scattering𝐿𝐷 (𝑥𝑜 ,𝑜 )=∫

Ω𝐺 ( 𝑖′ ; 𝑖 𝑗 ′ ,𝜆 𝑗 ′ )(𝐹∫0

𝑄 (𝑠 )𝑅 (𝑑 )𝑑𝑠)𝑑𝑖 ′

Pacific Graphics 2012

Page 16: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

16 | Kaohsiung, Taiwan

• Diffusion Function

Approximating Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝜙 (𝑑 )= 14𝜋 𝐷 ⋅ 𝑒

− √𝜎 𝑎/𝐷𝑑

𝑑

𝑑

𝜙(𝑑)𝑥𝑜𝑥𝑖 𝑟

𝑠 𝑑

𝑖 ′

𝑖2

𝑑=√𝑠2+𝑟2−2 𝑠𝑟 (𝑖′ ⋅𝑖2)

Pacific Graphics 2012

Page 17: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

17 | Kaohsiung, Taiwan

𝐿𝐷 (𝑥𝑜 ,𝑜 )=𝐹 𝐶𝜙𝐿𝜙+𝐹𝐷𝐶𝐸𝐿𝐸

• Multiple Scattering

Approximating Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝜙=∫Ω∫

0

𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗′ )𝑄 (𝑠 )𝜙 (𝑑 )𝑑𝑠𝑑𝑖 ′

𝐿𝐸=∫Ω∫0

𝐺 ( 𝑖′ ;𝑖 𝑗′ ,𝜆 𝑗′ )𝑄 (𝑠 )(−𝑛⋅𝛻𝜙) (𝑑 )𝑑𝑠𝑑𝑖 ′

• Fluence Integral

• Flux Integral

Pacific Graphics 2012

Page 18: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

18 | Kaohsiung, TaiwanAccurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝜙=∫Ω∫

0

𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗′ )𝑄 (𝑠 )𝜙 (𝑑 )𝑑𝑠𝑑𝑖 ′

• Fluence Integral

Approximating Multiple Scattering

¿∫0

𝑄 (𝑠 )(∫Ω 𝐺 (𝑖′ ; 𝑖 𝑗′ , 𝜆 𝑗′ ) ⋅ 𝜙 (𝑑) 𝑑𝑖 ′)𝑑𝑠

• Change integral order so that• Inner integral: Spherical• Outer integral: Linear

Pacific Graphics 2012

Page 19: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

19 | Kaohsiung, TaiwanAccurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝜙=∫Ω∫

0

𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗′ )𝑄 (𝑠 )𝜙 (𝑑 )𝑑𝑠𝑑𝑖 ′

• Fluence Integral

Approximating Multiple Scattering

¿∫0

𝑄 (𝑠 )(∫Ω 𝐺 (𝑖′ ; 𝑖 𝑗′ , 𝜆 𝑗′ ) ⋅ 𝜙 (𝑑) 𝑑𝑖 ′)𝑑𝑠

• Our key insight• Can be represented by spherical

functions?• YES

Pacific Graphics 2012

Page 20: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

20 | Kaohsiung, Taiwan

• Diffusion Function

Approximating Multiple Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝜙 (𝑑 )= 14𝜋 𝐷 ⋅ 𝑒

− √𝜎 𝑎/𝐷𝑑

𝑑

• Approximate withsum of Gaussians𝜙 (𝑑 )≈∑

𝑘𝑎𝑘𝑔 (𝑑 ;0 ,𝜆𝑘 )

𝑑

𝜙(𝑑)

Pacific Graphics 2012

Page 21: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

21 | Kaohsiung, TaiwanAccurate Translucent Material Rendering under Spherical Gaussian Lights

• Fluence Integral

Approximating Multiple Scattering

𝐿𝜙=∫0

𝑄 (𝑠 )(∫Ω 𝐺 ( 𝑖′ ; 𝑖 𝑗′ , 𝜆 𝑗′ ) ⋅𝑒𝜆𝑘𝑑

2

𝑑𝑖 ′)𝑑𝑠𝑑=√𝑠2+𝑟2−2 𝑠𝑟 (𝑖′ ⋅𝑖2)

¿∫0

𝑄 (𝑠 )𝑒−𝜆𝑘 (𝑠−𝑟 )2(∫Ω 𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗′ )⋅𝑒2𝑠𝑟 𝜆𝑘(𝑖

′⋅ 𝑖2−1 )𝑑𝑖 ′)𝑑𝑠Linear Integration Part Spherical Integration Part

¿∫0

𝑄 (𝑠 )𝑒−𝜆𝑘 (𝑠−𝑟 )2(∫Ω 𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗′ )⋅𝐺(𝑖′ ; 𝑖2 ,2𝑠𝑟 𝜆𝑘)𝑑𝑖 ′)𝑑𝑠

Product-integral of two SGs!

Pacific Graphics 2012

Page 22: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

22 | Kaohsiung, TaiwanAccurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝜙≈∫0

𝑄 (𝑠 )𝑒−𝜆𝑘 (𝑠−𝑟 )2𝑁 𝑑𝑠

• Fluence Integral

Approximating Multiple Scattering

• inner integral

Pacific Graphics 2012

where

• Variable:

• Parameters:

Page 23: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

23 | Kaohsiung, TaiwanAccurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝜙≈∫0

𝑄 (𝑠 )𝑒−𝜆𝑘 (𝑠−𝑟 )2𝑁 𝑑𝑠

• Fluence Integral

Approximating Multiple Scattering

• inner integral

Pre-fit into a 2D table of and

Now has analytical solution!

𝑠

𝑁

Pacific Graphics 2012

Page 24: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

24 | Kaohsiung, Taiwan

• directional derivative

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝐸=∫Ω∫0

𝐺 ( 𝑖′ ;𝑖 𝑗′ ,𝜆 𝑗′ )𝑄 (𝑠)(−𝑛⋅𝛻𝜙) (𝑑 )𝑑𝑠𝑑𝑖

• Flux Integral

Approximating Multiple Scattering

Additional term!

Pacific Graphics 2012

Page 25: Accurate Translucent Material Rendering under Spherical Gaussian Lights

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25 | Kaohsiung, Taiwan

• inner integral

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿𝐸=2 𝜆𝑘∫0

𝑄 (𝑠 )𝑒−𝜆𝑘 (𝑠 −𝑟 )2 𝑀𝑑𝑠

• Flux Integral

Approximating Multiple Scattering

Exponential attenuation!

Pre-fit into a 2D table

Now has analytical solution!

𝐿𝐸=∫Ω∫0

𝐺 ( 𝑖′ ;𝑖 𝑗′ ,𝜆 𝑗′ )𝑄 (𝑠)(−𝑛⋅𝛻𝜙) (𝑑 )𝑑𝑠𝑑𝑖

𝑠

𝑀 𝑖

Pacific Graphics 2012

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Pacific Graphics 2011

26 | Kaohsiung, Taiwan

The outer integral: Sample along the refracted outgoing directionThe inner integral: To be analytically approximated!

• Single Scattering

Approximating Single Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐿(1) (𝑥𝑜 ,𝑜 )=𝜎𝑠∫0

𝐹 𝑡𝐸(𝑠 ′)∫Ω𝑝𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗

′ )𝐸 (𝑠)𝑉 (𝑖 ′)𝑑𝑖 ′ 𝑑𝑠 ′

Fresnel transmittance termAttenuation term

𝐽 (𝑠 ′)=∫Ω𝑝 (𝑖′ ,𝑜 ′)𝐺 (𝑖 ′ ; 𝑖 𝑗′ ,𝜆 𝑗

′ )𝐸 (𝑠)𝑉 (𝑖 ′)𝑑𝑖 ′

Pacific Graphics 2012

𝑥𝑜

𝑜

𝑠 ′

scattering point

Page 27: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

27 | Kaohsiung, Taiwan

• Single Scattering

Approximating Single Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐽 (𝑠 ′)=∫Ω𝑝 (𝑖′ ,𝑜 ′)𝐺 (𝑖 ′ ; 𝑖 𝑗′ ,𝜆 𝑗

′ )𝐸 (𝑠)𝑉 (𝑖 ′)𝑑𝑖 ′

Phase functionRefracted SG lightAttenuation termVisibility term

Use soft shadow technique to approximate!

𝐽 (𝑠 ′ )=𝐸⋅𝑉∫Ω𝑝 (𝑖′ ,𝑜 ′)𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗

′ )𝑑𝑖 ′

Pacific Graphics 2012

𝑥𝑜Use SG center to approximate!

Page 28: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

28 | Kaohsiung, Taiwan

• Single Scattering

Approximating Single Scattering

Accurate Translucent Material Rendering under Spherical Gaussian Lights

𝐽 (𝑠 ′ )=𝐸⋅𝑉∫Ω𝑝 (𝑖′ ,𝑜 ′)𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗

′ )𝑑𝑖 ′

• For Eddington phase function

Pacific Graphics 2012

𝐽 (𝑠 ′ )=𝐸⋅𝑉 (∫Ω 𝐺 (𝑖′ ; 𝑖 𝑗′ ,𝜆 𝑗′ )𝑑𝑖 ′+3𝑔∫

Ω

(𝑖′ ⋅𝑜′)𝐺 ( 𝑖′ ;𝑖 𝑗′ ,𝜆 𝑗′ )𝑑𝑖 ′ )

Both are analytical!

Page 29: Accurate Translucent Material Rendering under Spherical Gaussian Lights

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29 | Kaohsiung, Taiwan

Results

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Page 30: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

30 | Kaohsiung, Taiwan

Conclusion

Accurate Translucent Material Rendering under Spherical Gaussian Lights

• An extended BSSRDF model• under Spherical Gaussian light• accounts for oblique scattering path• including multiple and single scattering

Pacific Graphics 2012

Page 31: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

31 | Kaohsiung, Taiwan

• Heterogeneous translucent materials• Participating media• ……

Future Works

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012

Page 32: Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2011

32 | Kaohsiung, Taiwan

Thank you!Any questions?

The End

Accurate Translucent Material Rendering under Spherical Gaussian Lights

Pacific Graphics 2012