Title: PerceptionBased Global Illumination, Rendering and Animation Techniques
1Perception-Based Global Illumination, Rendering
and Animation Techniques
- Karol Myszkowski,
- Max-Planck-Institut für Informatik
2Outline
- Perceptually based Animation Quality Metric
- AQM applications
- IBR techniques in walkthrough animation
- Global illumination for dynamic environments
- Visual attention driven interactive rendering
- The atrium model
3Animation Quality Metric
4Questions of Appearance PreservationThe concern
is not whether images arethe same rather the
concern is whether images appear the same.
- How much computation is enough?How much
reduction is too much? - An objective metric of image quality which takes
into account basic characteristics of the human
perception could be of some help to answer these
questions without human assistance.
5Motivation
- In the traditional approach to rendering of high
quality animation sequences every frame is
considered separately. This precludes accounting
for the visual sensitivity to temporal detail. - Our goal is to improve the performance of
walkthrough sequences rendering by considering
both the spatial and temporal aspects of human
perception. - We want to focus computational efforts on those
image details that can be readily perceived in
the animated sequence.
6Modeling important characteristics of the Human
Visual System
- Contrast Sensitivity Function which specifies the
detection threshold for a stimulus as a function
of its spatial and temporal frequencies. - Temporal and spatial mechanisms (channels) which
are used to represent the visual information at
various scales and orientations as it is believed
that primary visual cortex does. - Visual masking affecting the detection threshold
of a stimulus as a function of the interfering
background stimulus which is closely coupled in
space and time.
7Spatiovelocity Contrast Sensitivity Function
- Contrast sensitivity data for traveling gratings
of various spatial frequencies were derived in
Kellys psychophysical experiments (1960). - Daly (1998) extended Kellys model to account for
target tracking by the eye movements.
Temporal frequency Hz
8Spatial and orientation mechanisms
- The following filter banks are commonly used
- Gabor functions (Marcelja80),
- Steerable pyramid transform (Simoncelli92),
- Discrete Cosine Transform (DCT),
- Difference of Gaussians (Laplacian) pyramids
(Burt83,Wilson91), - Cortex transform (Watson87, Daly93).
9Cortex transform organization of the filter bank
10Cortex transform orientation bands
11Visual masking
- Masking is strongest between stimuli located in
the same perceptual channel, and many vision
models are limited to this intra-channel masking.
- The following threshold elevation model is
commonly used
12Experimental findings on the human perception of
animated sequences
- The requirements imposed on the quality of still
images must be higher than for images used in an
animated sequence. The quality requirements can
usually be relaxed as the velocity of the visual
pattern increases. - The perceived sharpness of blurred visual
patterns increases with their motion velocity,
which is attributed to the higher level
processing in the visual system. - The human eye is less sensitive to higher spatial
frequencies than to lower frequencies.
13Video quality metrics
- Virtually all state-of-the-art perception-based
video quality metrics account for the discussed
HVS characteristics. - A majority of the existing video quality metrics
have been developed to evaluate performance of
digital video coding and compression techniques,
e.g., Lambrecht (1996), Lubin (1997), and Watson
(1998). - The lack of comparative studies make it unclear
which metric performs best. - We use our own metric that takes advantage of
data readily available for synthetic images.
14Deriving pixel flow usingImage-Based Rendering
techniques
15Animation Quality Metric (AQM)
- Perception-based visible differences predictor
for still images (Eriksson et al., 1998) was
extended. - Pixel Flow derived via 3D Warping provides
velocity data as required by Kellys SV-CSF
model.
16Using IBR techniques to improve the performance
of animation rendering
- Assumptions
- - static environments
- - predefined animation path
Joint work with P. Rokita and T. Tawara
17Animation rendering - objectives
- Use ray tracing to compute all key frames and
selected glossy and transparent objects. - For inbetween frames, derive as many pixels as
possible using computationally inexpensive Image
Based Rendering techniques. - The animation quality as perceived by the human
observer must not be affected.
18Keyframe placement - our approach
- Our goal is to find inexpensive and automatic
solution, which reduces animation artifacts which
can be perceived by the human observer. - Our solution consists of two stages
- initial keyframe placement which reduces the
number of pixels which cannot be properly derived
using IBR techniques due to occlusion problems, - further refinement of keyframe placement which
takes into account perceptual considerations, and
is guided by AQM predictions.
19In-between frame generation
20Examples of final frames
Supersampled frame used in traditional animations
Corresponding frame derived using our approach
In both cases the perceived quality of animation
appears to be similar!
21Exploiting spatial and temporal coherence of
indirect lighting in high-quality animation
rendering
- Assumptions
- - dynamic environments
- - predefined animation path
Joint work with T. Tawara, H. Akamine and HP.
Seidel
22Indirect lighting in animated sequences
- Basic characteristics
- Usually quite costly to compute.
- Usually changes slowly and smoothly both in
temporal and spatial domains. - Practical approaches
- Compute indirect lighting for every n-th frame
and assume that it does not change for inbetween
frames. In some global illumination frameworks
interpolation between a pair of keyframes is
possible.
23Possible problems
- Popping effects.
- Improper image appearance in the regions
illuminated mostly by indirect lighting.
24Our framework
- Density Estimation Particle Tracing algorithm.
- Illumination reconstruction using the histogram
density estimation method (photon bucketing into
dense mesh). - Photon storage for possible re-use in neighboring
frames. - Photons are computed for each frame and
attached to mesh elements even for moving
objects. - Direct lighting computed from scratch for each
frame using ray tracing.
25Temporal photon processing
- Contradictory requirement
- maximize the number of photons collected in the
temporal domain to reduce the noise which is
inherent for stochastic solutions - minimize the number of neighboring frames for
which those photons were traced to avoid
collecting invalid photons.
26Temporal photon processing our solution
- An energy based stochastic error metric is used
to guide the photon collection in the temporal
domain. - The metric is applied to each mesh element and to
every frame. - Thus, it must be inexpensive.
- The perception-based AQM is used for finding the
minimal number of photons per frame to reduce the
noise level below the visibility threshold.
27Algorithm
- Initialization determine the initial number
of photons per frame - Adjust the animation segment length depending on
temporal variations of indirect lighting which
are measured using energy-based criteria. - Adjust the number of photons per frame based on
the AQM response to limit the perceivable noise. - Spatiotemporal reconstruction of indirect
lighting. - Spatial filtering step.
28Adaptive photon collection
Reference solution
The AQM predicted differences
29The AQM predictions
30Distribution of mesh elements for frame K as a
function of the number of preceding (negative
values) and following frames for which temporal
photon processing was possible. The maximum
assumed temporal expansion is specified in the
legend.
31The AQM predicted percentage of pixels with
perceivable differences as a function of the
number of photons per frame.
32The number of photons per frame10,000
25,000
- ON OFF
- Temporal processing
33Visual Attention Driven Progressive Rendering for
Interactive Walkthroughs
- Joint work with J. Haber, H. Yamauchi and HP.
Seidel
34Rendering glossy sufaces in interactive
applications
- Lambertian lighting component is stored in
illumination maps - High quality radiosity solutions.
- Mesh and textures used to reconstruct
illumination. - The quality of graphics hardware supported
solutions is too low. - Ray tracing is too costly to perform for all
pixels representing glossy surfaces.
35How to obtain the best image quality as perceived
by human observers?
- Use visual attention models to drive corrective
computations for glossy objects that are likely
to be attended - Consider both the saliency- and task-driven
selection of those objects. - Shading artifacts of unattended objects are
likely to remain unnoticed. - Use progressive rendering approach
- Hierarchical sample splatting in the image
space. - Cache samples and re-use them for similar views.
- Use multiple processors to increase the sample
number.
36Visual attention model
- Bottom-up processing is purely saliency-driven
and follows the attention model developed by Itti
et al. (1998). - Top-down processing added to account for
volition-controlled and task-dependent attention.
37System overview
38Visual attention processing
Saliency map
Open GL rendering Corrective splatting
Converged solution 5s
391
by Stamminger and Drettakis
2
Splat levels 1-2 1-3
1-6
40Adaptive splatting
New samples levels 1-2
levels 1-3 58 samples 188
samples
Zoom in
Warped old samples
41Dynamic load balance
- Onyx3 with 8 processors
- 6 processors for corrective ray tracing.
- Colors indicate pixels computed by different
processors.
42Timings measured on Onyx3
- Computing the saliency map less than 0.3s.
- Aging of samples 0.01s warping and splatting
cached samples 0.02s (for 50,000 samples). - OpenGL rendering 0.05s for 90,000 triangles.
- Ray traced samples 0.05s for 2,500 samples using
6 processors. - This makes it possible the frame rate 8-10fps for
scenes composed of less than 100,000.
43Summary
- We proposed an Animation Quality Metric suitable
for estimating quality of sequences of synthetic
images. - We developed a system for animation rendering
featuring perception-based guidance of inbetween
frames computation which reduces the rendering
costs. - We proposed an animation rendering technique with
spatio-temporal photon processing, which makes
possible efficient computation of global
illumination for dynamic environments. - We used a visual attention model to drive
corrective computations during walkthrough
animation in environments with arbitrary
reflectance functions.