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Improved Radiance Gradient Computation

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Indirect lighting on glossy surfaces. With indirect. Without indirect ... Indirect lighting on rough glossy surfaces is rather smooth: abrupt changes are rare ... – PowerPoint PPT presentation

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Title: Improved Radiance Gradient Computation


1
Improved Radiance Gradient Computation
  • Jaroslav Krivánek
  • Pascal Gautron
  • Kadi Bouatouch
  • Sumanta Pattanaik

2
Indirect lighting on glossy surfaces
With indirect
Without indirect
3
Indirect lighting on glossy surfaces
With indirect
Without indirect
4
Problem to solve
  • Illumination integral evaluation at each visible
    point

5
Brute Force Approach
  • Monte Carlo gathering
  • For each visible point
  • Slow convergence rate

Cast hundreds of rays
6
Slow Monte Carlo Convergence - Example
  • 40 samples per pixel

Acknowledgement Jason Lawrence,
http//www.cs.princeton.edu/gfx/proj/brdf/
7
Slow Monte Carlo Convergence - Example
  • 100 samples per pixel

Acknowledgement Jason Lawrence,
http//www.cs.princeton.edu/gfx/proj/brdf/
8
Slow Monte Carlo Convergence - Example
  • 300 samples per pixel

Acknowledgement Jason Lawrence,
http//www.cs.princeton.edu/gfx/proj/brdf/
9
Slow Monte Carlo Convergence - Example
  • 600 samples per pixel

Acknowledgement Jason Lawrence,
http//www.cs.princeton.edu/gfx/proj/brdf/
10
Slow Monte Carlo Convergence Example
  • 1200 samples per pixel

Acknowledgement Jason Lawrence,
http//www.cs.princeton.edu/gfx/proj/brdf/
11
Observation
  • Indirect lighting on rough glossy surfaces is
    rather smooth abrupt changes are rare

12
Radiance Caching Approach
  • Sparse sampling of indirect illumination
  • Interpolation
  • Based on gradients

13
Radiance Caching
Radiance Cache
Scene
Store in cache
P1
Sample hemisphere
Project to hemispherical harmonics
Lo? x BRDF(P1) x cos ? d?
Lo(P2)? x BRDF(P2) x cos ? d?
Lo(P1)
Lo(P2)
14
Problem
Reality
With radiance caching
Wrong extrapolation
Li(P1) Li(P2)
Li(P1) ! Li(P2)
15
Wrong Extrapolation
  • How does Li(P) change with P?
  • ( Li(P) incoming radiance at P )
  • First approximation RADIANCE GRADIENT
  • Our contribution
  • New radiance gradient computation

16
Wrong Extrapolation
17
Corrected with the New Gradients
18
Radiance Gradients Problem Definition
Prerequisites
  • Incoming radiance Li(P) representation
  • Li(P) is defined over a hemisphere
  • Represented using hemispherical harmonics
  • Li(P) represented by a set of coefficients

Basis functions
Coefficients
19
Radiance Gradients Problem Definition
Prerequisites
  • Coefficients computed with Monte Carlo quadrature
  • Uniform hemisphere sampling
  • Stratification

Sum over all strata
Multiplied by thebasis function
Incoming radiance from the sampled direction
20
Radiance Gradients Problem Definition
  • Coefficients hemisphere sampling
  • Gradients from the same hemisphere sampling
  • Something like

21
Previous Work - Polygonal emitters
  • Arvo 1994
  • Irradiance Jacobian due to partially occluded
    polygonal emitters of constant radiosity
  • Holzschuch and Sillion 1995
  • Polygonal emitters of arbitrary radiosity

22
Previous Work - Hemisphere sampling
  • Ward and Heckbert 1992 Irradiance gradients
  • Specifically for irradiance
  • Cosine-proportional, uniformly weighted samples
    over the hemisphere
  • We extend this to uniformly distributed,
    arbitrarily weighted samples
  • Krivánek et al. 2005, Annen 2004
  • Radiance gradient
  • Works mostly fine, except when there is occlusion
    in the sampled environment
  • We improve quality of this

23
Gradient Computation
  • Compute contribution from each hemisphere cell
  • Sum it all together

24
Gradient Computation for One Cell
25
Gradient Computation for One Cell
26
Gradient Computation for One Cell
  • Wall movement gt cell area changes
  • Cell area change gt solid angle changes
  • Solid angle change gt incoming radiance changes

27
Putting it all together
  • Sum incoming radiance changes from all cells
  • Use the basis functions H as a weighting factor
  • Basis functions do not change with displacement

28
Results
Old gradients
New gradients - smooth
29
Results
New gradients
Old gradients
30
Results
Old gradients
31
Results
New gradients
32
Gradients for GPU-based irradiance and radiance
caching
  • Hemisphere sampling GPU rasterization
  • Camera position hemisphere center
  • Very non-uniform density of samples over the
    hemisphere
  • The same gradient derivation still holds (and
    WORKS!).

33
Gradients for GPU-based irradiance and radiance
caching
  • Irradiance caching video
  • Offline irradiance caching video
  • Radiance caching video castle, walt disney hall

34
Conclusion
  • New translational gradient computation
  • Use information from hemisphere sampling
  • Based on the Irradiance Gradients by Ward and
    Heckbert
  • Generalized to support
  • Arbitrary distribution of radiance samples over
    the hemisphere
  • Arbitrary weighting of radiance samples

35
Thank you
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