Transcript
Page 1: Thank you for the introduction

Mahdi M. Bagher / Cyril Soler / Kartic Subr / Laurent Belcour / Nicolas HolzschuchMahdi M. Bagher / Cyril Soler / Kartic Subr / Laurent Belcour / Nicolas Holzschuch

Interactive rendering of Interactive rendering of acquired materials on dynamic geometryacquired materials on dynamic geometry

using bandwidth predictionusing bandwidth prediction

Page 2: Thank you for the introduction

• Direct reflection under distant illumination with no visibility and global illumination effects

• Rendering an image is computationally expensive.

Shading

from

Wik

iped

ia

Illumination BRDF

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Acquired Materials

• Using measured materials• photo-realistic rendering• large memory footprint

(33MB for a single isotropic BRDF)

• Not suitable for real-time rendering

Phong shading Measured “Color-Changing-Paint-3”BRDF measurement Gantry [Matusik2002]

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Monte Carlo Sampling

• Monte Carlo approximation to the shading integral

• Importance sampling• less noisy

• Data driven reflectance• no analytical importance function• pre-computed Importance samples

Monte Carlo sampling

BRDF importance sampling

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Sampling

• Dealing with two types of sampling• Reconstruction• sampling in image space• to render an image

• Integration• sampling in the space of incident directions • to shade each individual pixel

Illumination BRDF Cosine

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The Problem

• Shading is slow…

• How to speed-up shading?

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Case Study

• What difference various materials make in rendering an image?

Measured reflectance data from [Matusik2002]

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Diffuse Materials

• Diffuse materials• shading varies slowly across the image (low frequencies)• many integration samples for each pixel (wide BRDF lobe)

Measured Teflon [Matusik2002] BRDF Lobe [BRDFLab]

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Specular Materials

• Specular materials• shading varies quickly across the image (high frequencies) • few integration samples for each pixel (narrow BRDF lobe)

Measured color-Changing-Paint3 [Matusik2002] BRDF Lobe [BRDFLab]

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The Problem

• Rendering is slow…• How to speed-up shading?

• Can we exploit the coherency between • Reconstruction samples…• Integration samples…

• …for adaptive sampling?• How to measure the coherency

between samples?

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Intuition

• Study the frequencies in the image• As a function of what happens to the light• Traveling from the light source to the camera

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The Traveling Light

• Light when traveling is affected by• Travel through free space• Object’s curvature• Reflectance• BRDF• Texture

• Occlusion

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Our Contribution

• How to speed-up shading?By sparse sampling the image• How to combine the sparse samples?• Multi-resolution rendering and bi-lateral up-sampling

By adaptive sampling for integration

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Our Contribution (Illustrated)

Sparse reconstruction samples Adaptive Integration samples

,

Final shaded image

Multi-resolution shading and bi-lateral up-sampling

∝ the average variance of the shading integrand∝ the local maximum variations in the image

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Assumptions

• Direct reflection under distant illumination

• No visibility and global illumination effects

• Allow dynamic editable geometry

• Screen-space rendering in the context of deferred-shading

• Any shading model is possible

• Save more if shading cost is higher e.g. measured materials

• BRDF importance sampling

Normal

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Dynamic Geometry Animation

QuickTime™ and a decompressor

are needed to see this picture.

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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Related Work GPU Rendering of Complex Materials

[Heidrich&Seidel1999]

[Ramamoorthi2002]

[Kautz2002]

[Claustres2007]

[Kautz&McCool1999]

[Latta&Kolb2002][McCool2001]

[Wang2009]

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Related WorkMulti-Resolution Screen-Space Algorithms

[Nichols&Wyman2009] [Shopf2009][Nichols&Wyman2010]

[Soler2010]

[Nichols2010][Segovia2006]

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Related WorkPre-Computed Transport

[Sloan2002]

[Ramamoorthi2009]

[Sun2007]

[Liu2004]

[Loos2011]

[Loos2012]

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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Goal

• Sparse sampling for reconstruction• ∝ maximum local variations (local bandwidth)

• Adaptive sampling for integration• ∝ variance of the shading integrand

• Multi-resolution rendering and bilateral up-sampling.• a single coarse-to-fine rendering pass

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Local light-field definition

• Spectral Operations

• 2D local bandwidth

• Image-space local bandwidth

• Adaptive sampling for integration

• Validation

• …

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Local Light-Field

• 4D local light-field illustrated in 2D

Central ray

Spac

e

Angle

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Local light-field definition

• Spectral Operations

• 2D local bandwidth

• Image-space local bandwidth

• Adaptive sampling for integration

• Validation

• …

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Spectral Operations

•Spectral operations [Durand et al. 2005][D

urand et al. 2005]

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Local light-field definition

• Spectral Operations

• 2D local bandwidth

• Image-space local bandwidth

• Adaptive sampling for integration

• Validation

• …

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2D Local Bandwidth

• 2D Local Bandwidth• maximum local variations about a light path both in angle and space.

spatial angular

2D local bandwidth

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Propagating Local Bandwidth

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Propagating Local Bandwidth

• One-bounce 2D bandwidth propagation• Transport (from light to reflector)• Reflection (BRDF & Texture)• Transport (from reflector to pixel)

• Matrix operators on 2D bandwidth

where

Bandwidthat pixel p

Reflectionoperator

Illumination bandwidth

Scale Curvature Mirror BRDF and texture

Curvature ScaleTransport to image plane

Transport to the surface

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Input Signals

• Illumination• environment map

• Reflectance• Acquired isotropic BRDFs

• TexturesGold-paint[ Matusik2003]

Grace cathedral [Debevec2001]

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Input Signals’ Bandwidth

• Illumination• environment map• Purely angular bandwidth

• Reflectance• Acquired isotropic BRDFs• Purely angular bandwidth

• Textures• Purely spatial bandwidth

Gold-paint[ Matusik2003]

Grace cathedral [Debevec2001]

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Computing Local Bandwidth

• Discrete Wavelet Transform to compute bandwidth• environment map and reflectance (BRDF & Texture)

• Discrete Wavelet Transform instead of WFFT • wavelets are well localized both in space and frequency.

Space Frequency

Daubechies 4 tap wavelet

FFT

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Local Bandwidth Examples

Gold-paint[ Matusik2003]

Angular bandwidth

Angular bandwidthGrace cathedral [Debevec2001]

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Local light-field definition

• Spectral Operations

• 2D local bandwidth

• Image-space local bandwidth

• Adaptive sampling for integration

• Validation

• …

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Image-Space Bandwidth

• We combine bandwidth from various incident directions to get the final bandwidth at a given pixel.

• Taking a max is too conservative, we take the weighted average instead.

• Bandwidth at each pixel

Bandwidth estimate based on max Bandwidth estimate Rendered image

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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Variance of the Shading Integrand

• # shading samples ∝ sum of bandwidths, weighted by the illumination times reflectance squared.

• The sum is a conservative approximation of the actual variance of the shading integrand.

Angular bandwidth arriving at the surface

Angular bandwidth of the reflectance

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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Validation of the Bandwidth and Variance

Estimated variance Measured varianceEstimated bandwidth Measured bandwidth(WFFT)

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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The Algorithm

• Step 1• Compute g-buffers• Load Illumination and reflectance bandwidth

• Step 2• Estimate bandwidth and variance

• Step 3• Mip-map bandwidth and variance

• Step 4• Shade and up-sample

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Video: algorithm

QuickTime™ and a decompressor

are needed to see this picture.

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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Result (Final Image)

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Result (Bandwidth)

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Result (Variance)

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Timings

• Fast bandwidth/variance estimation• (8 ms)

(ms)(ms)

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Timings

• Computation time scales linearly with the total number of shading samples

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Comparison with ReferenceOur algorithm

(1015 ms)Similar time

(906 ms)Similar quality

(2639 ms)

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Comparison with Spherical Gaussian Approximation (Wang et al. 2009)

Fast but different from ground-truth (notice that color changing effects are missing)

Path-traced reference

Interactive but more accurate

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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ExtensionAdaptive Multi-Sample Anti-Aliasing

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Video: adaptive MSAA

QuickTime™ and a decompressor

are needed to see this picture.

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Timings

• Sub-linear performance for MSAA

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Roadmap

• Related work

• Our technique

• The goal

• Sparse sampling for reconstruction

• Adaptive sampling for integration

• Validation

• The rendering algorithm

• Results and comparisons

• Extension: MSAA

• Conclusion / Future work

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Conclusion

• Interactively shading dynamic geometry with acquired materials• Shade a fraction of pixels using bandwidth• Adaptively sample shading integrals• Combine shaded pixels using up-sampling

• Exploiting bandwidth to sub-linearly scale MSAA with deferred shading

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Future Work

• Local light sources

• Better up-sampling algorithm

• Depth-of-field

• 6D bandwidth computation for SVBRDFs

• Visibility and indirect illumination

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Thank you

Interactive rendering of Interactive rendering of acquired materials on dynamic geometryacquired materials on dynamic geometry

using bandwidth predictionusing bandwidth prediction


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