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Eikonal Rendering: Efficient Light Transport in Refractive Object

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Ivo Ihrke1, Gernot Ziegler1, Art Tevs1, Christian Theobalt1, Marcus ... ? is the Fresnel reflection factor. Locality of Lc. General Image Formation -cont. ... – PowerPoint PPT presentation

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Title: Eikonal Rendering: Efficient Light Transport in Refractive Object


1
Eikonal RenderingEfficient Light Transport
in Refractive Object
  • Ivo Ihrke1, Gernot Ziegler1, Art Tevs1, Christian
    Theobalt1, Marcus Magnor2, Hans-Peter Seidel1

2
Outline
  • Introduction
  • Related work
  • Image Formation Model
  • Light Transport
  • Implementation issue
  • Result and Discussion

3
Introduction
  • Object with complex optical properties
  • spatially varying refractive index
  • Cause inhomogeneous focusing of light.
  • Become visible as beautiful surface and volume
    caustic

4
Introduction cont.
  • Contribution
  • Provide a general framework
  • To jointly reproduce the effects below in
    real-time on commodity graphics hardware.
  • Varying refractive index, arbitrary BRDF,
    view-independent single-scattering effect,
    translucent object in scattering participating
    media

5
Related Work
  • Approximate refraction effect
  • In real-time on GPU Wyman 2005
  • On a special processor Ohbuchi 2003
  • In a CPU-based ray-tracerWald et al 2002
  • Rendering realistic caustics
  • off-line and high quality backward
    ray-tracingArvo 1986
  • Photo mappingJensen et al. 2001
  • Scattering
  • Subsurface scatteringMerten 2003
  • Light propagation
  • Eikonal and transport equation , main postulate
    of geometric opticsBorn and Wolf 1999

6
Image Formation Model- General Image Formation
  • Account for emission, reflection, absorption,
    scattering
  • denote radiance on the ray c that is
    scattered, emitted , reflected, into eye.
  • is background radiance
  • is the absorption of light at
    position t
  • xc(t) position vdc/dt ray direction

7
General Image Formation -cont.
  • ? Ls due to inscatter
  • Lr reflected into eye
  • Le emitted into eye
  • ? is the Fresnel reflection factor
  • Locality of Lc

8
General Image Formation -cont.
  • p the scattering phase function
  • dE? local differential radiance
  • fr BRDF term

9
IFG-Simplified Image Formation
  • Too complex to evaluate in real-time
  • Make two assumption
  • Light originates from a discrete number of light
    source
  • For each point, only a discrete number of
    incoming light ray

10
Light Transport
  • Including two parts
  • Propagation of viewing ray
  • Light transport
  • Governing equations are derived from
  • Ray equation of geometric optic
  • Born and Wolf 1999

11
Light Transport- Viewing Ray Propagtion
  • The equation describe the motion of a light
    particle in a field n of inhomogeneous
    refractive indices
  • Derived from eikonal equation
  • The motion of a particle along the gradient of
    the eikonal solution

12
Viewing Ray Propagtion -cont.
  • Rewritten as below
  • Use Euler forward scheme

13
Light Transport -Modeling Light Sources
  • Model a light source with
  • Three dim. vector field of local light direction
    l(x)
  • Scalar filed of differential irradiance value
  • Use adaptive wavefront tracing to compute l(x)
    and

14
Modeling Light Sources -cont.
  • A wavefront is an iso-surface of constant travel
    time of light.
  • Light ray is normal to wavefront.

15
Modeling Light Sources -cont.
  • l(x) ?
  • traveling directions of the particle
  • ?
  • area of wavefront patches

16
Modeling Light Sources -cont.
  • The pre-computation of the three-dim. light
    distribution includes 4 steps
  • Wavefront propagation
  • Irradiance computation
  • Wavefront refinement
  • Voxelization of the local light direction and
    differential irradiance values

17
Wavefront Propagation
  • The propagation of light is similar to eye rays
    propagation.
  • re-parameterize the former equation.

18
Irradiance Computation
  • The irradiance computation is based on the
    intensity law of geometric optics.
  • In an infinitesimal tube of ray the energy stays
    constant.
  • ?

19
Wavefront Refinement and Voxelization
  • To obtain a continuous volumetric representation
    of the light distribution
  • Wavefront patches have to voxelized.
  • If a patch area slides through a voxel without
    touching it with one of its corner,
  • This patch will be unsampled.
  • ? Use wavefront refinement

20
Implementation Issue
  • 1.Input Data Format
  • Input scenes are stored as a set of 3D volume
    textures.
  • Refractive index distributions can be derived
    directly from the implicitly function of the
    object
  • Some texture also contain spatial varying RGB,
    boundary indicator , BRDF parameter

21
Implementation Issue -cont.
  • 2.Light Simulator
  • Wavefront is represented as a particle system.
  • Use the 2D-parameterization of the patch list
    texture to produce a
  • planar wavefront --- directional light source
  • Spherical wavefront --- point light source.
  • The propagation of the wavefront through the
    scene and logging into the output 3D volume is
    perform in 3 subsequent steps.

22
Implementation Issue -cont.
  • Patch List Update
  • For every time step, update the patchs position
    and direction.
  • Patch List Voxelization
  • Into 3D-output volume for irradiance and
    direction
  • Patch List Tessellation Analysis
  • Divergence tessellation stay below a minimum
    sampling bound
  • Patch termination apply energy threshold to
    eliminate the patch
  • 3. View Renderer

23
Video time
  • Taking a break and see the video!

24
Conclusions
  • We present a fast and versatile method to render
    a variety of sophisticated lighting effects in
    real time.
  • The pre-computation took around 90 minutes for
    600 frames.
  • AMD Dual Core Athlon 2.6GHz, Nvidia GeForce 8800
    GTX and 768 of video ram
  • 25fps at a resolution of 800 x 600 pixels
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