Real-time%20realistic%20illumination%20and%20shading%20of%20stratiform%20clouds - PowerPoint PPT Presentation

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Real-time%20realistic%20illumination%20and%20shading%20of%20stratiform%20clouds

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Real-time realistic. illumination and shading. of stratiform clouds ... Narrow forward scattering only important on silhouettes (low orders) ... – PowerPoint PPT presentation

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Title: Real-time%20realistic%20illumination%20and%20shading%20of%20stratiform%20clouds


1
Real-time realistic illumination and shading of
stratiform clouds
  • Antoine Bouthors, Fabrice Neyret, Sylvain
    Lefebvre
  • Evasion-GRAVIR / IMAG-INRIA
  • Grenoble, France
  • Eurographics Workshop on Natural Phenomena

2
Motivations
  • Clouds are very complex
  • Complex shape
  • Lots of visual features
  • Lots of details
  • No one has reproduced everything yet

3
Cloud facts
4
Clouds types
5
Multiple scattering
  • No absorption, albedo 1
  • Thick (up to several km)
  • Dense (Mean free path several meters)
  • ? Very high number of scattering events (up to
    several hundreds)

6
Mie phase function
  • Strongly anisotropic
  • Computationally expensive
  • Depends on droplet size, temperature, wavelength

49
1
49
7
Droplet size distribution
  • One common phase function for the whole cloud

8
Visual features
  • Fogbow glory

9
Visual features
  • Anisotropic forward scattering
  • Diffusive multiple scattering

10
Visual features
  • Pseudo-specular effect

11
Visual features
  • Clouds-ground inter-reflections

Water sky
Ice blink
12
Previous workOffline approaches
Musgrave et. al.
Musgrave
13
Previous workInteractive approaches
  • Different approximations
  • Low albedo / low density ? single scattering
  • Simpler phase function ? not all features
  • Diffusion approximation ? isotropic
  • Volumetric models
  • Very coarse
  • Billboards or slices
  • Lots of overdraw

14
Our Model
15
Overview
  • What we assume
  • Stratiform ? locally equivalent to a slab
  • Homogeneous density
  • What we want
  • Realistic
  • Real-time (GPU-friendly)
  • Allow animation

16
Overview
  • Complex behavior
  • Rays with different orders of scattering
  • Our idea a study of the contribution of each
    order

17
Overview
  • Our analysis
  • Narrow forward scattering only important on
    silhouettes (low orders)
  • Low orders of scattering give anisotropic
    features (fogbow, glory, pseudo-specular)
  • Higher orders become diffusive (i.e. isotropic)
  • Sky and ground play a role
  • Sky illuminance 25 of that of the sun
  • Standard floor reflectance 20

18
Overview
  • Our analysis
  • Narrow forward scattering only important on
    silhouettes (low orders)
  • Low orders of scattering give anisotropic
    features (fogbow, glory, pseudo-specular)
  • Higher orders become diffusive (i.e. isotropic)
  • Sky and ground play a role
  • Sky illuminance 25 of that of the sun
  • Standard floor reflectance 20

19
Overview
  • Our analysis
  • Narrow forward scattering only important on
    silhouettes (low orders)
  • Low orders of scattering give anisotropic
    features (fogbow, glory, pseudo-specular)
  • Higher orders become diffusive (i.e. isotropic)
  • Sky and ground play a role
  • Sky illuminance 25 of that of the sun
  • Standard floor reflectance 20

20
Overview
  • Our analysis
  • Narrow forward scattering only important on
    silhouettes (low orders)
  • Low orders of scattering give anisotropic
    features (fogbow, glory, pseudo-specular)
  • Higher orders become diffusive (i.e. isotropic)
  • Sky and ground play a role
  • Sky illuminance 25 of that of the sun
  • Standard floor reflectance 20

21
Overview
  • Scattering
  • Strong forward scattering special treatment
  • 12 orders analytic
  • Higher orders (3) considered isotropic
  • Environment
  • Take sky into account (diffuse source)
  • Clouds-ground radiosity (plane parallel)
  • Shape
  • Height field

22
Clouds representation
  • Clouds are stored as a height field
  • Well fitted for stratiform clouds
  • Lot of details in a small space
  • Procedural animatable

23
Phase function
  • Our Modified-Mie model
  • Strong narrow (lt5) forward scattering moved
    into extinction function
  • Error negligible with multiple scattering

24
Phase function
  • Modified-Mie model validation

Monte-Carlo bench generated reflection BRDFs
25
Single scattering
  • Slab -gt Local analytical function

26
Double scattering
  • Local approximation by convolution

27
3 scattering
  • Convolution bad idea for high orders
  • Assume slab ? 1D problem ? column

28
3 scattering
  • Assuming diffusion ? simple interaction between
    column cells
  • Given scattering behavior of a cell ? analytical
    solutionfor the column

29
3 scattering
  • How to know the multiple scattering behavior of
    one cell ?
  • Characteristic of the  cloud material 
  • Precompute Monte Carlo integration ? reflectance
    transmittance of a cell

30
3 scattering
  • Issue
  • Diffuse hypothesis broken on top cellanisotropy
    still plays a role
  • Solution
  • 1D model correction term dependant on the sun
    incident angle
  • Correction parameters fitted on Monte Carlo
    simulations

31
Sky ground contributions
  • Previous valid for directional L,V
  • Sky ground Assumed diffuse source
  • 1D model used
  • ? gives diffuse reflectance transmittance

32
Ground-clouds inter-reflections
  • Radiosity between two facing parallel planes ?
    known form factors (analytic)
  • Heterogeneous source (clear sky cloud bottom)
  • Heterogenous reflectance (ground AND clouds)
  • Ecloud (Sunsky)T Si(Rcloud_i FF Eground_i)
  • Eground (Sunsky)R Si(Rground_i FF Ecloud_i)

33
Ground-clouds inter-reflections
  • Reflectances and radiosities in textures
  • Plane-plane ? Form Factor (ring to dS)
  • ? Using MIP-mapping
  • GPU-enhanced iterative algorithm
  • Render-to-texture
  • Hardware MIP-mapping

34
Validation
  • Validation of our 1D model

35
Validation
  • Comparison of our model with a Monte-Carlo
    integration

5m-thick slab
1
Monte-Carlo bench generated reflection BRDFs
2
3
100m-thick slab
3
2
1
36
Implementation
  • Height field advected textures Ney03
  • 16km-wide landscape
  • 2km-height, 500m-thick cloud layer
  • Shaders radiosity on GPU
  • 512x512 clouds textures
  • 512x512 ground textures
  • 512x512 shadows textures
  • 16x16 radiosity textures
  • 18 to 40 FPS on current hardware

37
Results
38
Lighting contributionsbottom view
1 and 2 scattering
3 scattering
Ground illumination (incl. radiosity)
Sky illumination
39
Summing it all bottom view
40
Lighting contributionstop view
1 and 2 scattering
3 scattering
Ground illumination
Sky illumination
41
Summing it all top view
42
FeaturesGlory and fogbow
43
FeaturesGlory and fogbow
44
FeaturesWater sky
45
FeaturesPseudo-specular reflection
46
FeaturesPseudo-specular reflection
47
Videos
  • Videos

48
Conclusion
  • Good
  • Realistic
  • Reproduce all clouds visual features
  • Account for clouds-ground inter-reflections
  • Real-time
  • Animation-friendly
  • Bad
  • Poor lateral shading (clouds borders)
  • 3 scattering can be improved
  • Limited to stratiform clouds

49
Questions ?
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