Title: Toward RealTime Global Illumination
1Toward Real-Time Global Illumination
2Project Ideas
- Distributed ray tracing
- Extension of the radiosity assignment
- Translucency (subsurface scattering)
3Global Illumination Offline?
- Ray Tracing and Radiosity are inherently slow.
- Speedup possible by
- Brute-force more hardware, multicoreetc.
- Approximate results
4Under Simplified Assumption
- Can it become faster if
- the view is fixed?
- the scene is static?
- the lights are simple?
- if indirect lighting is limited?
5Lighting Design
- Assuming
- Static scene
- Fixed (or limited) view
- Example
- Lpics a hybrid hardware accelerated relighting
engine for computer cinematography, SIGGRAPH 2005
6Instant Radiosity (and the Problem of Many
Lights?)
- What if we place many virtual light sources to
represent indirect lighting? - How do we handle a very large number of light
sources? - Lightcuts A Scalable Approach to Illumination,
SIGGRAPH 2005
7Precomputed Light Transport
8Indirect Lighting
- Many indirect lighting effects are subtle, yet
crucial for visual realism. Examples are - Soft shadow
- Ambient occlusion
9Ambient Occlusion
- Ambient light is a very crude approximation to
indirect reflections of surrounding objects. - What if a point cant see much of its
surrounding?
From Janne Kontkanen Samuli Laine ACM I3D 2005
10Soft Shadow from Environment Lighting
Sloan, Kautz, Snyder 2002
Sen, Cammarano, Hanrahan, 2003
Shadows from smooth lighting (precomputed
radiance transfer)
Shadows from point-lights (shadow maps, volumes)
11Beyond Monte Carlo Path Tracing?
- Are global illumination solvers always time
consuming? - What if the scene and the lights are static ? ?
Radiosity (view can changes!) - What if only the scene is static?
12Light Stage
- Take photos under single point light at various
positions. - Trivial questions how to produce new images at
- Two point lights?
- Area light?
- Environment light (captured by light probe)?
13(No Transcript)
14Precomputed Light Transport
- Three important papers to start with
- "Precomputed Radiance Transfer for Real-Time
Rendering in Dynamic, Low-Frequency Lighting
Environments" Sloan et al., SIGGRAPH 2002 - "All-Frequency Shadows Using Non-linear Wavelet
Lighting Approximation" Ng et al., SIGGRAPH 2003. - "Triple Product Wavelet Integrals for
All-Frequency Relighting" Ng et al. SIGGRAPH 2004
15- The following 8 slides are from Ren Ngs SIGGRAPH
2003 presentation
16Relighting as Matrix-Vector Multiply
17Relighting as Matrix-Vector Multiply
- Output Image(Pixel Vector)
- Input Lighting(Cubemap Vector)
18Ray-Tracing Matrix Columns
19Ray-Tracing Matrix Columns
20Light-Transport Matrix Rows
21Light-Transport Matrix Rows
22Light-Transport Matrix Rows
23Rasterizing Matrix Rows
-
- Pre-computing rows
- Rasterize visibility hemicubes with graphics
hardware - Read back pixels and weight by reflection function
24Low-Frequency vs. All-Frequency
Teapot in Grace Cathedral
25Related Work
SH PRT
SH PRT
Sloan et al. 2002
Kautz et al. 2002
Deformable
Bump mapping
Gaussians
BTFPRT
Sloan et al. 2005
Sloan et al. 2005
Green et al. 2006
Sloan et al. 2003
Subsurface
Wavelet Triple
Wavelet Double
Wavelet Double
Ng et al. 2003
Wang et al. 2005
Ng et al. 2004
Wang et al. 2006