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Spherical Harmonic Lighting of Wavelengthdependent Phenomena

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Compactly Store Surface Response and Hemispheric Light Contribution ... Radiance Transfer, Glossy Surfaces, Self-shadow, and Interreflection, Sloan et al, 2002 ... – PowerPoint PPT presentation

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Title: Spherical Harmonic Lighting of Wavelengthdependent Phenomena


1
Spherical Harmonic Lighting of Wavelength-dependen
t Phenomena
  • Clifford Lindsay, Emmanuel Agu
  • Worcester Polytechnic Institute
  • (USA)

2
Introduction
  • Modeling of Light Interference As A BRDF
  • Compactly Store Surface Response and Hemispheric
    Light Contribution In Terms Of Spherical Harmonic
    Coefficients
  • Evaluation of Light And Reflection Is Done on GPU
  • Working With Spectral Color Space Instead of RGB

3
Spherical Harmonics
Spherical harmonics is a set of basis functions
defined in spherical coordinates
We can use spherical harmonics to approximate the
original, where ci is a vector of SH coefficient
We can then use these coefficients to reconstruct
an approximation to the original signal
4
Interference
  • Factors that Affect Light Interference
  • Refractive index and thickness of the thin film
  • Refractive indices of the media 1 2
  • Incident Angle ? and incident SPD (Spectral Power
    Distribution)

5
Spectral BRDF
  • Just Like Regular BRDFs (but different)
  • Rendering equation
  • Function of 4 angles (incident, reflection)
  • Conservative
  • Whats Different?
  • Different Color Interaction
  • Different Material Interaction
  • Different Viewer Interaction (non-reciprocal)

6
Previous Work in S.H.
  • Diffuse Reflection Maps, Hanrahan, Ramamoorthi,
    2001
  • Physically Based BRDFs, Westin 1992
  • Isotropic BRDFs with SH Maps, Hanrahan,
    Ramamoorthi, 2002
  • Arbitrary BRDFs, Kautz et al, 2002
  • Radiance Transfer, Glossy Surfaces, Self-shadow,
    and Interreflection, Sloan et al, 2002

7
Our Approach
Two Stage Approach
1. Pre-computation

2. Render

8
Pre-computation
Total Light Contribution
  • Set of coefficients approximating total light
    contribution


BRDF Response
  • Texture map based all possible view vectors

9
GPU
Rendering
  • Index Texture Map Based on view V
  • Summing the coefficients for final contribution
  • Add ambient, diffuse, Fresnel for additional
    realism

10
Conclusion
  • Real-time rendering of complex materials
    previously available to offline renderers (ray
    tracers)
  • Data and Data structures that are GPU friendly
  • Evaluation of Spherical Harmonics is a linear
    operation
  • Increased realism with Image Based Lighting and
    accurate BRDFs with GPU acceleration

11
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