Title: Fr
1A Frequency Analysis of Light Transport
- Frédo Durand MIT CSAIL
- With Nicolas Holzschuch, Cyril Soler, Eric Chan
Francois Sillion - Artis Gravir/Imag-Inria MIT CSAIL
2Frequency content matters in graphics
- Sampling, antialiasing
- Texture prefiltering
- Light field sampling
- Fourier-like basis
- Precomputed Radiance Transfer
- Wavelet radiosity, PRT
- Low-frequency assumption
- Irradiance caching
Image M. Zwicker
From Sloan et al.
Image H. Wann Jensen
3Frequency content matters in vision
- Inverse lighting
- Shape from texture
- Shape from (de)focus
- See our Defocus Matting McGuire et al.
Rendering
Photograph
From Ramamoorthi Hanrahan 01
From Black and Rosenholtz 97
4Goal Understand Frequency Content
- From the equations of light transport
- Spatial frequency (e.g. texture mapping)
- Angular frequency (e.g. blurry highlight)
- In a unified framework
5Motivations
- Insights
- Derive sampling rates, filter bandwidth
- Rendering adaptive sampling
- Blurry objects
- Soft shadows
- PRT space vs. angle
- In particular shadows
- Light field sampling
- Non-Lambertian objects, occlusion
- Well-posedness of inverse problems
From Sloan et al.
6Previous work
- Lots of related work
- Image antialiasing
- Ray differentials
- Perceptually-based rendering
- Wavelets for everything
- Fourier optics
- Tomography
-
- We focus on frequency analysis in graphics
- Texture pre-filtering
- Light field sampling
- Reflection as a convolution
Mitchell 1988
Gortler et al. 1993
Bolin et al. 1995
Sillion et al. 1991
Sillion et al. 1995
Ng et al. 2003
Hecht
Igehy 1999
7Fourier optics
- We do not consider wave optics, interference,
diffraction - Only geometrical optics
From Hecht
8Texture pre-filtering Heckbert 89
- Input signal texture map
- Perspective transforms signal
- Image resampling
- Fourier permits the derivation of filters
- Elliptical Weighted Average
minification
magnification
From Heckbert 1989
9Light field sampling
- Chai et al. 00, Isaksen et al. 00, Stewart et
al. 03 - Sampling rate and reconstruction filters
- Objects at depth d correspond to slope 1/d in
light-field - Lambertian, no occlusion
From Chai et al. 2000
10Signal processing for reflection
- Ramamoorthi Hanrahan 01, Basri Jacobs 03
- Signal processing framework for reflection
- Light is the signal
- BRDF is the filter
- Reflection on a curved surface is convolution
- Direction only
From Ramamoorthi and Hanrahan 2001
11Our approach
- Study frequency in both space and angle
- 4D radiance signal in neighborhood of ray
- Light sources are input signal
- Interactions are filters/transform
- Transport in free space
- Visibility
- BRDF
- Etc.
- Mostly theory,
- One proof-of-concept
- application
124 main effects
- Transport in free space
- Occlusion
- BRDF
- Curvature
13Will be simpler in primal or Fourier
- Transport in free spaceboth
- Occlusion Primal
- BRDFFourier
- Curvatureboth
14Local light field parameterization
- Around a central ray
- Follow this central ray during propagation
- 4D in 3D, 2D in 2D
Central ray
local light field
15Local light field parameterization
- Around a central ray
- Follow this central ray during propagation
- 4D in 3D, 2D in 2D
angle v or q
space x
Central ray
local light field
16Example point light
- Dirac in space
- Constant in angle
Ray space
v (angle)
x (space)
17Example point light
- Dirac in space ) constant in Fourier
- Constant in angle ) Dirac in Fourier
Ray space
Fourier space
Wv (angle)
v (angle)
x (space)
Wx (space)
18Example area light
- Box in space ) sinc in Fourier
- Constant in angle ) Dirac in Fourier
Ray space
Fourier space
Wv (angle)
v (angle)
x (space)
Wx (space)
19Example scene
Receiver
Blockers
Light source
20Example scene
Receiver
Blockers
After shading
Light source
After transport
At receiver
After occlusion
21Transport
Ray space
Ray space
v (angle)
v (angle)
x (space)
x (space)
22Transport
Ray space
Ray space
v (angle)
v (angle)
x (space)
x (space)
23Transport
Ray space
Ray space
v (angle)
v (angle)
x (space)
x (space)
24Transport
d
x
vd
v
x
Ray space
Ray space
v (angle)
v (angle)
x (space)
x (space)
25Transport in Fourier space
- Shear in primal x x - v d
- Shear in Fourier, along the other dimension
Ray space
Ray space
Fourier space
Fourier space
Wv (angle)
Wv (angle)
Wx (space)
Wx (space)
Video
26Transport ) Shear
- This should be reminiscent of light field
spectraChai et al. 00, Isaksen et al. 00
From Chai et al. 2000
274 main effects
- Transport in free spaceshear(nice in both)
- Occlusion
- BRDF
- Curvature
28Occlusion
- Consider planar occluder
- Multiplication by binary function
- Mostly in space
blocker function
Before occlusion
After occlusion
29Occlusion in Fourier
- Multiplication in primal
- Convolution in Fourier (creates high frequencies)
Ray space
Ray space
blocker function
Fourier space
Fourier space
Wv (angle)
Wv (angle)
blocker spectrum
Wx (space)
Wx (space)
304 main effects
- Transport in free spaceshear(nice in both)
- Occlusionmulti/convoPrimal
- BRDF
- Curvature
31Transport again
Ray space
Ray space
Fourier space
Fourier space
Wv (angle)
Wv (angle)
Wx (space)
Wx (space)
324 main effects
- Transport in free spaceshear(nice in both)
- Occlusionmulti/convoPrimal
- BRDF
- Curvature
33BRDF integration
- For each spatial location
- For each outgoing direction
- Integration over incoming angles
x
34BRDF integration
- For each spatial location
- For each outgoing direction
- Integration over incoming angles
- If BRDF is rotationally invariant
- Convolution Ramamoorthi 01
x
x
35BRDF in Fourier
- Convolution ! multiplication
BRDF
Ray space
Ray space
Fourier space
Fourier space
Wv (angle)
Wv (angle)
Wx (space)
Wx (space)
BRDF spectrum
36e.g. diffuse integration
- Convolve by cte!multiply by horizontal window
- Only spatial frequencies remain
Vertical cte
Ray space
Ray space
Fourier space
Fourier space
Wv (angle)
Wv (angle)
Wx (space)
Wx (space)
Horizontal window
37Relation to previous work
- Ramamoorthi Hanrahan 01, Basri Jacob 03
- They consider a spatially-constant illumination
- But they dont have locality assumptions
- They work with spherical harmonics
- But essentially, nothing much changed
Fourier space
Ray space
38Consequence on soft shadows
- When we make blockers smaller
- First we get more high-frequency content
- Then we get purely soft shadows!
39Consequence on soft shadows
video
- Blockers scaled down ) spectrum scaled up
- With the shear, the lobe is pushed to angle
frequencies
Main lobe due to characteristic frequency of
blockers
Fourier space
Wv (angle)
blocker spectrum
blocker function
Wx (space)
404 main effects
- Transport in free spaceshear(nice in both)
- Occlusionmulti/convoPrimal
- BRDFconvo/multiFourier
- Curvature
41Curvature
- For each point x, the normal has a different
angle - Equivalent to rotating incoming light
Normal at x
x
Central normal
42Curvature
- For each point x, the normal has a different
angle - Equivalent to rotating incoming light
- At center of space, nothing changed
Central normal
43Curvature
- For each point x, the normal has a different
angle - Equivalent to rotating incoming light
- The further away from central ray,the more
rotated
44Curvature
- For each point x, the normal has a different
angle - Equivalent to rotating incoming light
- The further away from central ray,the more
rotated
45Curvature
- For each point x, the normal has a different
angle - Equivalent to rotating incoming light
- The further away from central ray,the more
rotated - This is a shear, but vertical
46Curvature in Fourier
- Vertical shear in primal ! horizontal shear
in Fourier
47A fun example caustics
- Consider a solar oven
- Initially, directional source
- Ends up focused in space
484 main effects
- Transport in free spaceshear(nice in both)
- Occlusionmulti/convoPrimal
- BRDFconvo/multiFourier
- Curvatureshear (nice in both)
49Swept under the rug
- Cosine term
- Multiplication/convolution
- Central incidence angle
- Scale in space
-
- And a couple of other technical detail
50Also included in the theory
- Texture mapping (multiplication, convolution)
- Separable rotation varying BRDFs, Fresnel term
- Multiplicationconvolution ! convomulti
- Spatially-varying BRDF
- Fun semi Fourier transform
51Extension to 3D
52Whats fun in 3D? Anisotropy!
- Curvature (principal direction)
- Incident angle (along and across incidence plane)
- ! EWA for textures
53Application proof of concept
- Adaptive sampling for Monte-Carlo ray tracing
- Based on image frequency content
- Blurry regions receive less samples
- Visibility evaluated densely
- Shading only is subsampled
54Criteria
- BRDF bandwidth
- Curvature
- Occlusion
- Harmonic blocker distance
- In a single equation,expressed in imagebandwidth
Curvature BRDF
Blocker distance
55Application to rendering
- Shading evaluated at 20,000 samples for a 800x500
image uniform samples
56Application to rendering
- Shading evaluated at 20,000 samples for a 800x500
image with local bandwidth prediction
57Sampling pattern
58Summary frequency in space angle
- Transport in free space
- shear
- Occlusion
- multi/convo
- BRDF
- convo/multi
- Curvature
- shear
- Proof of conceptbandwidth prediction
59Ongoing work
- More experimental validation on synthetic scenes
- Theory
- Bump mapping, microfacet BRDFs
- Sub-surface scattering
- Participating media (fog, clouds)
- Light field and auto-stereoscopic displays
- Wave optics
- Rendering applications
- Ray tracing
- Pre-computed radiance transfer spatial sampling
- Revisit traditional techniques
- Vision, statistics of natural images
- General theory of shape from X
Image Wann Jensen
From Flemin et al.
60Acknowledgments
- Jaakko Lehtinen
- Reviewers of the MIT and Artis graphics groups
- Siggraph reviewers
- NSF CAREER award 0447561 Transient Signal
Processing for Realistic Imagery - NSF CISE Research Infrastructure Award
(EIA9802220) - ASEE National Defense Science and Engineering
Graduate fellowship - Realreflect IST project
- INRIA équipe associée
- MIT France
61(No Transcript)
62Why locality?
- Linearization
- ? ¼ tan ?
- Curvature
- Principle of uncertainty
- Cant measure frequency content on too-small a
neighborhood - Non-stationarity of scene
- Scene properties vary spatially, e.g. occluders,
size of objects
63Comparison to previous work
- Ray footprint
- Transport and curvature shear
- Light field sampling
- They mostly treat diffuse objects
- Convolution BRDF
- We treat space angle
- We separate cosine and BRDF
- Additional effects texture, separable BRDF,
space-varying BRDF - But we need to linearize
- On convolution
- Previous work found convolution in the primal
where we have convolution in the dual - We show that it is a special case
64On convolution
- Previous work have used convolution where we use
multiplication convolution - Because they consider special cases (1D variation)